KAMI, DOSOJIN
“Kami of roads and trails”
Medium celestial (kami), neutral good
Armor Class 17 (natural armor)
Hit Points 114 (12d8 + 60)
Speed 30 ft.
STR DEX CON INT WIS CHA
23 (+6). 14 (+2) 20 (+5) 10 (+0) 15 (+2) 10 (+0)
Skills Athletics +9, Perception +5, Stealth +5
Damage Resistance acid, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, poison, petrification
Senses Darkvision 60 ft., passive Perception 15
Languages Common, Celestial (kami); telepathy 50 ft.
Challenge 7 (2,900 XP)
Innate Spellcasting. The kami’s spellcasting ability is Charisma (spell save DC 11, Spell Attack +3). It can innately
cast the following spells, requiring no material components:
• At will: commune with nature, meld into stone, stone shape
• 3/day each - locate creature, locate object, dispel magic, fog cloud, longstrider, pass without trace
• 1/day each - find the path, mirage arcana
Local Knowledge. As a nature spirit, a kami is intimately familiar with the natural world in the area where it lives. A
nature spirit automatically has access to the information learned from the commune with nature spell.
Magic Resistance. The kami has advantage on saving throws against spells and other magical effects.
Regeneration. As long as a kami is within 120 feet of its ward, it has regeneration 10 so long as it has at least 1 hit
point remaining. However, it dies if its ward is killed or destroyed.
Mimic Statue. A dosojin can assume the appearance of any Medium-sized statue, such as a stone marker, a
religious icon, or a sculpture carved into the side of a cliff. A dosojin’s body is hard and has the texture of rough stone
no matter what appearance it takes. While the kami remains motionless, it is indistinguishable from an inanimate
statue.
Speak with Beasts and Plants. The kami can communicate with beasts and plants as if they shared a language.
Ward. Each kami is mystically bound to a natural feature — small spirits to a branch, small stone, or stream, medium
spirits to a tree, flower, rock, or bamboo grove, and large spirits to a mountain, boulder, ancient tree, or small island.
The nature spirit cannot stray more than 300 yards from its feature. If it does, it becomes ill and dies within 24 hours.
If the feature to which it is bound is destroyed, the nature spirit dies. Animal kami can move around freely as they
essentially fuse with their animal ward permanently. Exception: A kami may move anywhere within the same natural
feature its ward resides in. For example, a tree kami could move anywhere in the same forest that its tree ward grows
even if it is more than 300 yards away.
ACTIONS
Multattack. The kami attacks twice with its slam attack.
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage. On a critical hit
the target is exposed to a Lingering Injury.
Rock. Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Manipulate Path. A dosojin can alter the structure and stability of its ward, making travel along its road or trail either
easier or harder for specific groups of travelers. Helping travelers in this way makes a dosojin’s ward sturdier and
more straightforward, allowing creatures to reach their destination in half the time they would normally take (though
this does not grant a bonus to creatures’ movement speeds in combat). If a dosojin instead chooses to hinder
travelers, it creates unexpected twists and turns within its ward, turning the path into difficult terrain and so causing
travelers to take twice as long as they normally would to reach their destination. These effects last as long as the
targets stay within the boundaries of the dosojin’s ward.
DESCRIPTION
This ancient, weathered statue of a venerable monk with a shaven head possesses an air of both reverence and
patience.
Dosojins are kami that take the form of stone icons and watch over roads and trails. They are often found in statue
form at the edges of villages, along mountain passes, at the beginnings of tunnels and other major works of roadway
construction, or at simple country crossroads. In urban areas, dosojins can sometimes be found on street corners
and near bridges. They serve as the guardians of travelers, keeping the malicious and malevolent off the paths they
diligently watch over. Wise travelers know to seek a dosojin’s blessing before traveling upon its ward, for falling out of
favor with the kami of travel is a sure way to become lost or hampered. Pious mortal couples also seek out dosojin
for their own reasons, as the kami are often regarded as patrons of fertility and are known for their habit of choosing
mates and standing beside one another for their entire lives. In many regions, the blessing of a dosojin is believed to
ensure a long and happy marriage, as well as many healthy children.
The average dosojin stands about 4-1/2 feet tall and weighs upward of 400 pounds.
Ecology
As creatures that symbolize travel and connections, dosojins straddle the line between the lands of the civilized and
the wild, often with one foot literally in each. Dosojins spend most of their time guarding their chosen sites in the form
of nondescript statues and way markers, meditating motionlessly for seasons at a time. While semi-social dosojins
within cities and other settlements are not uncommon, the majority of these kami stand along remote and secluded
roads, going to great lengths to ensure that their true identity is not known. It is not uncommon for dosojins to create
false duplicates of themselves using their stone shape ability, and these misleading markers inspire a certain amount
of faith among those who look out for the kami of roads, as one can rarely tell if a sculpture is a dosojin by looks
alone. A dosojin requires no sustenance, but it is not uncommon for travelers to leave offerings for a silent watcher,
usually tributes of fruits, nuts, and potables, gifts that the kami gladly shares with hungry travelers, happy to inspire
such good faith among passersby and to foster a system of give-and-take between strangers.
Dosojins are fond of the creatures that traverse their roads and trails, and maintain the roadways they guard to
ensure both the ward’s survival and the safe travel of the voyagers that traverse it. Though they have an affinity for
the creatures that constructed their roadways, dosojins still protect their wards with the aggressive righteousness
typical of all kami, and scarcely hesitate when faced with an oni or other evildoer seeking to disrupt the balance.
Dosojin have little patience for those who litter on their roadways or unnecessarily obstruct the paths, and they take it
upon themselves to discipline those they deem worthy of punishment. Rarely violent in an overt sense, dosojins
prefer to use their magic in order to trick travelers into becoming lost, letting the wilds they travel through become the
primary instruments of their demise. Dosojins prove quite deadly to those who fail to show kami proper respect, as
they use their powers of illusion to lead troublesome caravans into impassible ravines and destructive oni onto
unsound, derelict bridges.
Habitat & Society
Dosojins are odd among kami in that they are known to select mates from among their own kind, and it is not
uncommon to see two seemingly redundant statues standing next to one another near a trailhead or fork in the road.
While they do not reproduce in any typical sense of the word, dosojins are nonetheless sought out by mortal couples
hoping to conceive, as many people see the kami as symbols of fertility. However, most scholars agree that dosojins
do not collaborate in this way to foster fecundity, but rather act as symbols of camaraderie and companionship for
travelers on their roads, encouraging teamwork and cooperation among groups of diverse individuals with a shared
goal.
While most dosojins are content to watch over particular highways or roads for their entire existences and act as
helpful guardians for most passersby, some choose instead to act as appraisers of travelers’ skills and bravery.
Cunning individuals that indulge in acts of trickery more often than their tamer brethren, these rogue dosojins craft
obstacles and trials for travelers they deem worthy of the challenge. The tests are not meant to substantially impede
voyagers, and are simply forms of innocent fun that a dosojin uses to gauge the strength and resolve of various
wayfarers. Those who surpass a dosojin’s challenges (which usually take the form of puzzles or illusions) earn the
kami‘s respect and the assurance of safe travel throughout the rest of its domain, while those who avoid the obstacle
or overcome it through brutish and witless means garner only scorn. Careful travelers know to watch out for the
statuelike kami when making their way along potentially protected roads, as the guardians expect voyagers to act
honorably and respectfully while travelling upon their paths. Some of the most important mandates to keep in mind
when interacting with dosojin and walking through their territories are as follows.
• Mortals who respect the land and its laws shall know no harm.
• Mortals who fail to show proper reverence for tradition shall not pass by a dosojin upon the first attempt.
• Mortals who actively harm the natural world shall be cursed to wander it.
• Mortals who stray from a dosojin’s path to do harm should not expect to find that path ever again.
KAMI, FOO LION
Huge celestial (kami), chaotic good
Armor Class 15
Hit Points 76 (8d12 + 12)
Speed 60 ft.
STR DEX CON INT WIS CHA
21 (+4) 17 (+3) 17 (+3) 10 (+0) 14 (+2) 10 (+0)
Skills Perception +6, Stealth +10
Condition Immunities exhaustion, petrified, poisoned;
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Senses darkvision 60 ft., passive Perception 15
Languages Celestial, Spirit Tongue
Challenge 3 (700 XP)
False Appearance. While the foo lion remains motionless, it is indistinguishable from an inanimate statue.
Roaring Call. The roar/howl of foo creature has a 20% chance each round to summon 1d4 foo creatures to its
location. A summoned foo creature appears in an unoccupied space within 60 feet of its summoner, acts as an ally
of its summoner, and can’t summon other foo creatures.
Keen Smell. The foo lion has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The foo lion has advantage on an attack roll against a creature if at least one of the lion’s allies is
within 5 feet of the creature and the ally isn’t incapacitated.
Pounce. If the foo lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the
same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone,
the foo lion can make one bite attack against it as a bonus action.
Running Leap. With a 10-foot running start, the foo lion can long jump up to 25 feet.
ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Fade Out. The foo creature becomes invisible until it hits or misses with an attack or until the end of its next turn.
Ethereal Stride. The foo creature magically enters the Ethereal Plane from the Material Plane, or vice versa.
REACTION
Stony Defense (1/day). A foo lion can harden its skin to unyielding stone as an reaction. It gains a damage threshold
of 10 until the end of its next turn, but its speed is reduced by 10 feet for the same duration.
DESCRIPTION
There can be no mistaking this animal-like creature for a mere beast, for its face has an almost supernaturally human
look to it.
Foo creatures are powerful extraplanar entities that can sometimes be convinced to serve or guard humans of good
alignment. Foo creatures have large, blunt heads with wide set, bulging eyes. Their bodies appear somewhat
leonine, with thick fur and large, padded feet. Their forelegs resemble those of lions, while their hind legs are more
doglike. The smaller of their kind are named foo dogs, while the larger specimens are named food lions. Apart from
size they look almost identical to each other.
Foo dogs are the most frequently encountered species of this creature. They have short, bush-tipped tails, long
floppy ears, and broad noses. Their fur is typically golden or black, but also may be white, green, violet, or gray.
Each foo creature – dog or lion – speaks its own language as well as the language of other foo creatures. All foo
creatures also speak the language of human or humanoid races with whom they have formed relationships.
Habitat/Society: Foo creatures can be encountered in any location in the Prime Material Plane, though they make
their homes in the Astral Plane, Ethereal Plane, and various Outer Planes, particularly Olympus and Gladshiem. On
occasion, they can be convinced to associate themselves with humans or humanoids of good alignment on the Prime
Material Plane, especially if the person requesting assistance impresses the foo creature as being kind and
benevolent, or if the cause appeals to the foo creature’s sense of justice. However, regardless of circumstance, a foo
creature will not voluntarily remain in the Prime Material Plane for extended periods. A stay of more than a few
weeks is rare.
Ecology: Foo creatures can consume virtually any inorganic matter in the Prime Material Plane. They enjoy
devouring gems and precious metals in particular, especially platinum and silver.
KAMI, FUKUJIN
“Kami of Small Plants”
Tiny celestial (kami), lawful neutral
Armor Class 13 (natural armor)
Hit Points 39 (6d4 + 24)
Speed 25 ft.
STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 18 (+4) 10 (+0) 12 (+1) 9 (-1)
Skills Athletics +6, Perception +5
Damage Immunities necrotic, poison
Condition Immunities charmed, poison
Senses Darkvision 60 ft., passive Perception 13
Languages Common, Celestial (kami); telepathy 50 ft.
Challenge 3 (700 XP)
Innate Spellcasting. The kami’s spellcasting ability is Charisma (spell save DC 9, Spell Attack +1). It can innately
cast the following spells, requiring no material components:
• At will: mending, purify food and drink
• 3/day each - detect snares and pits (as detect traps except it only functions in natural terrain)
• 1/day each - goodberry, lesser restoration, mold earth
Aura of Luck. A fukujin brings good fortune with it wherever it goes. Any allied creature that begins its turn within 15
feet of a fukujin gains a minor boon (+1d4) on skill checks.
Local Knowledge.As a nature spirit, a kami is intimately familiar with the natural world in the area where it lives. A
nature spirit automatically has access to the information learned from the commune with nature spell.
Magic Resistance. The kami has advantage on saving throws against spells and other magical effects.
Regeneration. As long as a kami is within 120 feet of its ward, it has regeneration 10 so long as it has at least 1 hit
point remaining. However, it dies if its ward is killed or destroyed.
Speak with Beasts and Plants.The kami can communicate with beasts and plants as if they shared a language.
Ward. Each kami is mystically bound to a natural feature — small spirits to a branch, small stone, or stream, medium
spirits to a tree, flower, rock, or bamboo grove, and large spirits to a mountain, boulder, ancient tree, or small island.
The nature spirit cannot stray more than 300 yards from its feature. If it does, it becomes ill and dies within 24 hours.
If the feature to which it is bound is destroyed, the nature spirit dies. Animal kami can move around freely as they
essentially fuse with their animal ward permanently. Exception: A kami may move anywhere within the same natural
feature its ward resides in. For example, a tree kami could move anywhere in the same forest that its tree ward grows
even if it is more than 300 yards away.
ACTIONS
Multiattack. The kami makes three attacks with its tiny katana.
Tiny Katana. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage. This attack
scores a critical hit on a 19 or 20.
REACTION
Precise Attacks. A fukujin can detect weak points in a foe’s defences as a reaction by succeeding at a DC 15
Perception check. Once these weak points have been determined, a fukujin's tiny katana attack scores a critical hit
on a 19 or 20 against that creature for 24 hours. A fukujin can inform a single ally within 30 feet of its findings as a
bonus action, granting that ally the same bonus. This bonus cannot be granted to more than one creature, even if a
fukujin attempts to point out a weakness to another.
DESCRIPTION
This diminutive humanoid looks like a truly ancient but proud old warrior. A tiny tree branch juts from the top of his
head.
Spiritual guardians of ornamental shrubs and miniature trees, fukujin are highly regarded among Tians as bringers of
good fortune and sound wisdom. Fukujins are thought to only come to goodhearted and devoted bonsai gardeners,
and since bonsai plants are often only cultivated by astute and aesthetically minded humanoids, the kami are usually
of a similar nature, speaking to mortals rarely and always cryptically. Regardless of how much of their coveted
knowledge they impart upon favored mortals, however, fukujins always bring with them a sense of hope and good
luck, and almost all within close proximity of the kami feel an instant sense of relief.
Fukujins resemble humanoids with tree branches protruding from their bodies, most often their heads, and some
fukujins possess leafy hair or treelike limbs. A fukujin in its physical form is only as tall as its bonsai ward—usually
only a foot or two—and weighs less than 30 pounds.
While many see the art of bonsai gardening as humanoids’ attempts at controlling or forming nature, fukujins reflect
the practice’s virtues of patience and nurturing. Fukujins maintain that a moment of patience and study can reveal
multitudes more than years of trial and error, and the diminutive beings spread this knowledge wherever they go.
While kami do not reproduce in any typical sense, fukujins are known to sow seeds of bonsai plants in the wake of
their footsteps, further delighting communities that appreciate such flora. Though assignment of kami remains up to
the mysterious will of the gods, fukujins do their part in creating numerous hosts for these spirits.
The health and strength of the tree branch protruding from a fukujin’s head is often said to be a good indicator of the
skill of the warded bonsai tree’s caretaker. While the aesthetic values of bonsai trees are often completely subjective,
the kami spirits are evidence that there is perhaps a series of core doctrines bonsai farmers should adhere to when
taking care of their plants—ideals that a gardener can strive toward to ensure he achieves success in his
maintenance of the small tree. A poorly trimmed bonsai plant may sicken the spirit for a time, for instance, while
expert grafting can result in a strong or knowledgeable kami. In most cases, however, a kami will almost always
leave its ward if a bonsai gardener neglects the plant long enough or effectively ruins the effort, for though fukujins
are patient, they have little tolerance for the virtues of negligence and wastefulness.
While nearly all fukujins are calm, collected, and patient spirits, the beings are by no means all the same, as their
physical appearances, predispositions, and demeanors are just as often reflections of the particular bonsai plant that
they watch over. Fukujins who reside within the hearts of deciduous trees, for example, tend to be of lighter color as
well as more airy and spirited than the hardy and resilient fukujins of coniferous shrubs, who take on a red, earthy
hue. Plant type can also hint at particular magical qualities the spirit might have—white-trunked trees tend to attract
gaunter, more fatalistic individuals, while plants with brown or ebon bark inspire kami that are more attuned to the
energies and mysteries of magic. The tree branch that sticks out of a fukujin’s head while the spirit is in its physical
form is often of the same variety as the bonsai tree that the kami protects, though exceptions have been known to
exist among particularly dual-natured spirits.
Habitat & Society
Since their wards are by nature the direct result of humanoid intervention, fukujins are naturally social creatures, and
most seek to assist their humanoid partners in not only cultivating beautiful plants, but in all spheres of life. Many
bonsai gardeners are often content to live in a permanent home, establish a family, and live a life of tranquility, and
fukujins happily provide all manner of advice regarding these domestic issues. In other instances, however, fukujins
have been known to travel alongside particularly adventurous cultivators, humanoids who keep the shrubbery and
kami spirit in safe and comfortable packs or pouches and consult them for wisdom in circumstances both dire and
unusual. The miniature kami‘s insights and good luck prove as useful in the heat of battle as in the hearthstone, and
so humanoids from nearly all walks of life seek the favor of these beings.
Bonsai trees are delicate plants and their kami reflect this fragility. What they lack in physical defenses, however,
fukujins make up for in grace and keen insight, using their natural acumen to avoid and deter hazards before they’re
even encountered. Some might mistakenly see this expert passiveness as a manifestation of fukujins’ philanthropic
ideals and good intentions, but more often than not their flightiness is simply what they deem to be the wisest course
of action. In situations where violence is inevitable, fukujins seek the aid of stronger individuals to help protect them,
true to the tradition of their wards’ reliance on humanoid intervention and maintenance. Rather than view this reliance
on humanoids as a weakness, however, most fukujins accept it as part of a long-lasting transaction between the two
forces, each providing unique benefits to the other throughout the relationship. To bolster this partnership, fukujins
harness healing powers as well as the strength of their insight, ensuring that their caretakers remain healthy and able
to protect the kami and their wards.
While they almost always possess pertinent and useful advice, fukujins are known for being reserved under most
circumstances, sharing what knowledge they have only when it is absolutely necessary, and they never share
wisdom superfluously. Fukujins are normally individualistic and solitary like the plants they watch over, and when
they interact with one another they usually do so telepathically. What people often perceive as the luck of fukujins is
often merely the result of wise advice garnered from the spirits, though when asked if the kami really are bringers of
fortune, fukujins are known to remain even more tight-lipped than usual.
Occasionally one might encounter a fukujin in the wild, in lands far from the societies and plants where they
commonly make their homes. In such cases, these miniature kami often claim shrubs, young plants, and even
whimiscal-looking mushrooms as their wards, grooming nearby groves and glades into quiet meditation gardens or
into artistic shapes, inviting visitors to rest and reflect.
Original.
KAMI, HAROOGA
“Kami of an Island”
Large celestial (kami), neutral good
Armor Class 22 (natural armor)
Hit Points 312 (25d10 + 175)
Speed 50 ft., fly 150 ft.
STR DEX CON INT WIS CHA
26 (+8) 24 (+7) 25 (+7) 17 (+3) 25 (+7) 30 (+10)
Saving Throws DEX +14, CON +14, CHA +17
Skills Insight +14, Perception +14
Damage Resistances acid, fire, lightning; bludgeoning, piercing and slashing from nonmagical weapons.
Damage Immunities Necrotic
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 24
Languages all
Challenge 23 (50,000 XP)
Innate Spellcasting. Harooga’s spellcasting ability is Charisma (DC 24, +16 spell attack). She can innately cast the
following spells, requiring no material components:
• At will: detect evil and good, detect magic, invisibility, plane shift (between the Spirit World and the Material
Plane only), polymorph (self only).
• 1/day: Harooga can use any wu jen spell associated with water (in fact, she can use any water affiliated spell –
DM’s discretion).
Legendary Resistance (3/Day). If Harooga fails a saving throw, she can choose to succeed instead.
Local Knowledge. Harooga is intimately familiar with Akari Island. She automatically has access to the information
learned from the commune with nature spell.
Magic Resistance. Harooga has advantage on saving throws against spells and other magical effects.
Magic Weapons. Harooga’s weapon attacks are magical.
Regeneration. As Harooga is within 120 feet of Akari Island, she has regeneration 10 so long as she has at least 1
hit point remaining.
Ward. Harooga is mystically bound to Akari Island. She cannot stray more than 300 yards from the island. If she
does, she becomes ill and dies within 24 hours. If the island is destroyed, she dies.
ACTIONS
Multiattack. Harooga makes three longsword attacks and casts a spell. She may also use Power of Akari if
available.
Watersword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) bludgeoning damage, or 13
(1d10 + 8) bludgeoning damage when used with two hands, plus 27 (6d8) cold damage.
Power of Akari (Recharge 5–6). Ranged Spell Attack: +17 to hit, range 60 ft., one creature. Hit: 54 (12d8) cold
damage, and Harooga can choose another creature she can see within 10 feet of the target. The second creature
regains 27 (6d8) hit points.
REACTION
Parry. Harooga adds 7 to her AC against one melee attack that would hit her. To do so, Harooga must see the
attacker and be wielding a melee weapon.
Water by Nature. When Harooga is subjected to an effect that would move her, knock her prone, or both, she can
use her reaction to be neither moved nor knocked prone.
LEGENDARY ACTIONS
Harooga can take 3 legendary actions, choosing from the options below. Only one legendary action option can be
used at a time and only at the end of another creature’s turn. Harooga regains spent legendary actions at the start of
her turn.
• Cast a Spell. Harooga casts a spell.
• Watersword Attack (Costs 2 ACTIONS). Harooga makes one longsword attack.
• Whelm (Costs 3 ACTIONS). Harooga gains water form trait and can move up to her speed, each creature in her
space must make a DC 24 Strength saving throw. On a failure, a target takes 27 (6d8) bludgeoning damage. If it
is Large or smaller, it is also grappled (escape DC 24). Until this grapple ends, the target is restrained and
unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the
elemental’s space. Harooga can grapple one Large creature or up to two Medium or smaller creatures at one
time. This grapple does not affect her normal actions. At the start of each of the Harooga’s turns, each target
grappled by her takes 27 (6d8) bludgeoning damage. A creature within 5 feet of her can pull a creature or object
out of her by taking an action to make a DC 24 Strength and succeeding.
DESCRIPTION
Harooga is the nature spirit who controls Akari Island. She is also the greatest of the nature spirits of the Prioto
Islands. At the start of this adventure, she is held captive by the Opawang in a large gem. By holding Harooga
hostage, the Opawang controls the spirits of Akari Island.
KAMI, JINUSHIGAMI
“Kami of mountains, large lakes, and forests”
Gargantuan celestial (kami), neutral
Armor Class 17
Hit Points 328 (16d20 + 160)
Speed 50 ft., Burrow 40 ft.,
STR DEX CON INT WIS CHA
30 (+10) 24 (+7) 30 (+10) 12 (+2) 18 (+4) 17 (+3)
Saving Throws WIS +10, CHA +9
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, necrotic, poison
Condition Immunities Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned
Senses Darkvision 60 ft., Tremorsense 60 ft., True Seeing 60 ft., passive Perception 14
Languages Common, Celestial (kami), Terran; telepathy 300 ft.
Challenge 20 (25,000 XP)
Innate Spellcasting. The kami’s spellcasting ability is Charisma (spell save DC 17, Spell Attack +7). It can innately
cast the following spells, requiring no material components:
• At will: detect thoughts, teleport (self only, only within the boundaries of its ward)
• 3/day each - earthquake, heal, summon elemental (9th level spell)
• 1/day each - true resurrection
Earth Glide. The kami can burrow through nonmagical, unworked earth and stone. While doing so, the kami doesn't
disturb the material it moves through.
Infused Quarterstaff. Any quarterstaff a jinushigami wields functions as a +5 magical weapon (included in its mighty
bo attack action). If a jinushigami is within its regional ward, it can create a Gargantuan quarterstaff out of the
surrounding terrain as a standard action.
Legendary Resistance (3/Day). If the kami fails a saving throw, it can choose to succeed instead.
Local Knowledge. As a nature spirit, a kami is intimately familiar with the natural world in the area where it lives. A
nature spirit automatically has access to the information learned from the commune with nature spell.
Magic Resistance. The kami has advantage on saving throws against spells and other magical effects.
Manipulate Terrain. A jinushigami can help any number of creatures travel within its territory. Creatures aided in this
way receive a +10 bonus on Survival checks and do not suffer reductions to overland movement from terrain or lack
of a highway or other roadway, regardless of the presence of roads or the type of terrain they actually travel through.
Alternatively, a jinushigami can make terrain more difficult for any number of creatures to travel through, imparting a -
10 penalty on all Survival checks and causing overland movement to be reduced to one-tenth its normal speed. A
jinushigami can affect as many creatures as it wishes with this ability, selecting whether it aids or impedes travel for
each, as long as it can notice the creature and the creature is within its regional ward. A jinushigami may use this
ability while merged with its ward.
Regeneration. As long as a kami is within 120 feet of its ward, it has regeneration 20 so long as it has at least 1 hit
point remaining. However, it dies if its ward is killed or destroyed.
Siege Monster. The kami deals double damage to objects and structures.
Speak with Beasts and Plants.The kami can communicate with beasts and plants as if they shared a language.
Ward. A jinushigami treats an entire region as its ward. This region can be a single forest, swamp, mountain, lake, or
any other natural feature, with a maximum radius of 5 miles. Most jinushigami have smaller regional wards, since not
all regions are large enough to fill this area, but no region with a radius smaller than 1 mile radius can support (or
deserves) a jinushigami. As long as it is within its territory (either merged with it or in its physical form), a jinushigami
can observe the world from any point within its regional ward as if it were at that point. While merged with its ward, it
can observe all points simultaneously in this way. As a standard action, it can convey information about a creature
within its ward (effectively imparting a description and exact location) to all kami within its regional ward.
ACTIONS
Multiattack. The kami makes three attacks: two with its slam and one with its quarterstaff.
Trembling Slam. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 15 (1d10 + 10) bludgeoning damage
plus 5 (1d10) force damage.
Mighty Bo (Quarterstaff). Melee Weapon Attack: +21 to hit, reach 20 ft., one target. Hit: 29 (4d6 + 15) bludgeoning
damage plus 6 (1d12) force damage.
Stomp. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 26 (3d10 + 10) bludgeoning damage.
LEGENDARY ACTIONS
The kami can take 3 legendary actions, choosing from the options below. Only one legendary action option can be
used at a time and only at the end of another creature’s turn. The kami regains spent legendary actions at the start of
its turn.
• Slam (Costs 2 ACTIONS). The kami makes one slam attack.
• Move. The kami moves up to its speed.
DESCRIPTION
This enormous amalgamation of stone and plant matter takes the shape of an old man leaning on an equally huge
staff.
Guardians of significant natural wonders like mountains, large lakes, forests, and so on, jinushigami (known also as
land kami) are the most powerful and revered of all kami, commanding the very forces of nature itself to ensure the
safety and security of their wards. These potent spirits garner the most respect among other kami, wielding great
influence over both them and the native creatures that dwell within their territories. Jinushigami tend to stay hidden
amongst their land, however, knowing that their intimate tie with the environment makes them highly desirable targets
among those who would seek to do harm to nature.
Strangers to lands protected by jinushigami are well-advised to take the utmost care to not offend the powerful spirit
creatures. When displeased, jinushigami can eradicate trails and warp the contours of their terrain, forcing travelers
to endure unreasonable hardship in travel. These goliaths have little patience for those who would defile their efforts,
and offenders who fail to listen to a jinushigami’s initial hints quickly discover how devastating the kami’s powers can
be as they are forced from the land either by the lesser kami who serve their superior or by the towering jinushigami
itself. Of course, those who respect and honor the jinushigami see the kami’s other side, as the kami eases their
travel by lessening undergrowth, shifting rivers, and otherwise providing subtle but incredible aid to travelers.
Jinushigami are ancient and wise, and while they are no fools, they prefer to give visitors to their domains the benefit
of the doubt. Only when an individual makes known his disruptive intentions toward the structure and cohesion of
nature does a jinushigami react with violence. Of course, those who align themselves with naturally opposing forces
of the kami, such as the oni, do not receive this friendly grace period, and a jinushigami can perceive most
treacherous thoughts, sensing a suspicious visitor through its connection with the land, then tracking it down to
stealthily observe it more closely.
A jinushigami is 38 feet tall and weighs over 30,000 pounds. When they manifest physical bodies, they appear as
lumbering humanoid forms made of earth and stone and plant matter, sometimes with strange humanoid affectations
like hats or jewelry.
Variant - Elder Junushigami
Of all the kami, land kami are the most ancient and powerful, yet even among these immense celestials there are
variations in that power. Newly formed jinushigami have statistics as presented above, but a jinushigami grows more
powerful as the legend and fame of the site it guards grows. For example, a jinushigami of part of a mountain range
is impressive, but a jinushigami whose region includes the range’s tallest mountain is even more so.
When a jinushigami becomes this powerful, it is known as an elder jinushigami. An elder jinushigami is generally a
Colossal creature (reach of 30 feet), and rarely below CR 22 —most are between CR 22 and CR 25, although exact
details vary. An elder jinushigami’s ward can cover a much larger area than that of a typical jinushigami, usually with
a radius of 1 mile per CR possessed by the elder jinushigami. An elder jinushigami also gains additional spell-like
abilities to more closely reflect its role in the world. Listed below are several examples.
Glacier Kami: An elder jinushigami associated with a vast glacier, be it one that carves mountains or runs along a
polar coastline, appears as a humanoid made of blocks of ice. These kami have the gain immunity to cold and
vulnerability to fire and can use cone of cold and wall of ice as spell-like abilities three times per day each.
Great Reef Kami: An elder jinushigami whose domain contains a sizable coral reef of considerable age appears as a
humanoid constructed of living coral draped with seaweed. Great reef kami gain a swim speed instead of a burrow
speed and the amphibious trait and gain the ability to use tsunami once per day as a spell-like ability.
Mountain Kami: When an elder jinushigami’s ward includes the tallest peak in a range or region, it gains the use
of flesh to stone and wall of stone three times per day each.
Volcano Kami: An elder jinushigami that includes in its ward an active volcano appears as a humanoid made of equal
parts molten rock and solid stone. A volcano kami gains immunity to fire and vulnerability to cold, can
use fireball three times per day, and can use wall of fire once per day.
KAMI, KAMINARI
“Kami of the Storm”
Huge celestial (kami), chaotic neutral
Armor Class 19 (natural armor)
Hit Points 310 (23d12 + 161)
Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA
25 (+7) 11 (+0) 25 (+7) 12 (+1) 13 (+1) 14 (+2)
Saving Throws STR +13, DEX +6, CON +13, WIS +7
Skills Perception +7
Damage Resistance lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained,
Unconscious
Senses Darkvision 120 ft., passive Perception 17
Languages Auran, Common, Celestial (kami); telepathy 100 ft.
Challenge 17 (18,000 XP)
Innate Spellcasting. The kami’s spellcasting ability is Charisma (spell save DC 16, Spell Attack +8). It can innately
cast the following spells, requiring no material components:
• At will: invisibility (self only), shatter, thunderclap
• 3/day each - control weather, summon elemental (9th level spell, air only)
• 1/day each - chain lightning (9th level), storm of vengeance
Local Knowledge. As a nature spirit, a kami is intimately familiar with the natural world in the area where it lives. A
nature spirit automatically has access to the information learned from the commune with nature spell.
Magic Resistance. The kami has advantage on saving throws against spells and other magical effects.
Regeneration. As long as a kami is within 120 feet of its ward, it has regeneration 20 so long as it has at least 1 hit
point remaining. However, it dies if its ward is killed or destroyed.
Speak with Beasts and Plants. The kami can communicate with beasts and plants as if they shared a language.
Storm Ward. A kaminari treats a specific mass of transient storm clouds as its ward. This storm is about 1 mile in
diameter, and a kaminari can observe the world from any point within its storm ward, whether merged with it or in its
physical form. A kaminari can only control the movement of its ward to a minimal extent, willing it to remain in one
place or move in a cardinal direction for up to 2d4 hours every day. After this time, the ward continues on its natural
course for 24 hours, after which the kaminari may will it to remain stationary again. When a kaminari is in its physical
form and within its ward or within 120 feet of its ward’s boundaries, it gains the power to call down bolts of lightning.
The kaminari can call up to a total of 15 bolts of lightning each day, each of which deals 5d10 points of electricity
damage. This ability is otherwise identical to call lightning.
Trampling Air Form. The kami can enter a hostile creature's space and stop there. It can move through a space as
narrow as 1 inch wide without squeezing. It may also solidify as it moves over a creature forcing the target to make a
DC 14 Dexterity saving throw, taking 38 (11d6) thunder damage on a failed save and made permanently deaf, or half
as much damage and deaf for 1 minute on a successful one.
Vulnerable to Silence. A kaminari constantly surrounds itself with sound and music and can’t stand any form of
silence. Whenever a kaminari is affected by a silence spell or effect or is rendered deaf by any means, it loses the
secondary effect of cacophonous blow (thunder damage and deafening) and its regeneration for the duration of the
effect. But because a kaminari possesses incredible resilience to such effects, any silence or deafening effect lasts
only 1 round or as long as the effect’s duration states, whichever is shorter.
ACTIONS
Multiattack. The kami makes two attacks with its cacophonous blow and uses Whirlwind if available.
Cacophonous Blow. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 20 (3d8 + 7) bludgeoning
damage, and the target must make a DC 21 Constitution saving throw, taking 38 (11d6) thunder damage on a failed
save and made permanently deaf, or half as much damage and deaf for 1 minute on a successful one.
Lightning Strike (Recharge 6). The kami makes cacophonous blow attack. On a hit, the target takes an extra 18
(4d8) lightning damage, and the target must succeed on a DC 21 Constitution saving throw or be stunned until the
end of the kami’s next turn.
Whirlwind (Recharge 4–6). Each creature in the kami's space must make a DC 21 Strength saving throw. On a
failure, a target takes 20 (3d8 + 7) bludgeoning damage and is flung up 20 feet away from the kami in a random
direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6)
bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must
succeed on a DC 14 Dexterity saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or
knocked prone.
DESCRIPTION
This enormous humanoid possesses vibrant green skin and equally loud hair and is surrounded by a ring of huge
drums and storm clouds.
Kaminaris are robust spirits of enormous size that watch over the balance of weather, taking the form of violent
storms wherever they go. More monstrous-looking and boisterous than most kami, kaminaris are often mistaken for
oni upon first glance, their unpredictable natures furthering the confusion. Kaminaris care little for most mortals,
primarily concerning themselves with the maintenance and protection of their wards— enormous storm clouds that
represent the awesome power of thunder and lightning. In addition to their duties guarding their storm wards and the
balance of weather, kaminaris are endlessly fascinated with musical instruments, particularly drums.
Kaminaris have vibrant skin and equally colorful features; the specific hues vary from kaminari to kaminari. A
kaminari stands roughly 25 feet tall and weighs about 10 tons.
Ecology
Though a kaminari commands the awe-inspiring powers of lightning and thunder as though they were simply
extensions of itself, the kami of storms have limited power over their wards. As dictated by the obscure and
convoluted Laws of Golden Perfection, a kaminari has only limited ability to will its ward to travel in any particular
direction or halt its movement for a modest amount of time per day. Thus it is often merely a passenger upon the
clouds of a storm.
Though most storms collect and dissipate with some frequency, a kami-inhabited storm is more permanent than most
weather patterns, and as long as both the kami and its ward are neither destroyed nor corrupted, the storm could
exist for a potentially infinite amount of time.
Kaminaris despise the use of magic to alter weather patterns, and attempts to disrupt their storm clouds often result
in the enormous kami‘s unabashed and wrathful ire. A kaminari is as volatile as the storm it protects, and the
powerful spirit is quick to exterminate any creature—mortal or otherwise—it deems a threat to the natural balance of
weather. Whether an evil sorcerer is trying to bring devastation to a seaside town by calling forth powerful hurricanes
or a benevolent wizard is summoning rain to save a desert city in the midst of a natural drought, if such manipulation
comes to the attention of the watchful and wandering kaminaris, they find little forgiveness. This is not to suggest that
the kami of storms are evil—their threshold for nuisances is simply lower than most kami, and their punishments
more destructive.
Habitat & Society
Floating thousands of feet above most civilizations, kaminaris are usually isolated from other creatures, and this suits
the reclusive kami just fine. A kaminari does not interfere with the matters of mortals beyond the natural destruction
caused by its storm clouds, and only aides such diminutive creatures when the task would be required of it because
of some stricture of the Laws of Golden Perfection. Once a kaminari has fulfilled its required duty, it is only too happy
to continue on its way, where it can remain uninterrupted as it creates its music and fills the air around it with thunder
and lightning.
A kaminari is as devoted to its ward as it is to the practice of music, and the intensity of the storm it sits upon usually
corresponds to the amount of aggression with which it plays its instrument. While it rarely cares to interact with
mortals, tending first and foremost to its ward, a kaminari may entertain the idea of interacting with a fellow virtuoso.
Kaminaris thus have a great affection for bards who practice an instrument and will occasionally interrupt their
diligent guardianship of their storm if doing so allows them the opportunity to play with a skillful accompanist.
Amateurs need not apply, as the immortal kaminaris are often among the best players of their instruments,
commanding powers of music so stirring that even the most talented bard might have trouble keeping up.
A kaminari goes to great lengths to surround itself with booming noise and is rarely seen without its instrument of
choice. While most kaminaris prefer to use drums and other percussion instruments to fill the air around them with
sound, rare individuals also adhere to the use of keyboard, string, and wind instruments. The powers of these
kaminaris do not greatly differ, but their choice of instrument is usually a fair indicator of their temperament as well as
the kind of storm they travel upon—those who play keyboards are usually found amid desert-quenching storms that
wander arid environments, bringing with them the power of tornadoes and dust storms; players of string instruments
tend toward oceanic environs, residing within the hearts of devastating hurricanes of incredible magnitude far out at
sea; and kaminaris who use wind instruments occupy blizzards, commanding the powers of the ice and snow that
constantly whip about them.
KAMI, KIRIN
Large celestial (kami), lawful good
Armor Class 12
Hit Points 67 (9d10 + 18)
Speed 60 ft., fly 90 ft.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 11 (+0) 17 (+3) 16 (+3)
Damage Immunities poison
Condition Immunities charmed, paralysed, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Celestial, Sylvan, telepathy 100 ft.
Challenge 5 (1,800 XP)
Innate Spellcasting. The kirin’s innate spellcasting ability is Charisma (spell save DC 14). The kirin can innately cast
the following spells, requiring no components:
• At will: detect evil, druidcraft, minor illusion, and pass without trace
• 1/day each: call lightning, control weather, dispel evil, gaseous form, heroes feast, , mirage arcana and wind
walk
Charge. If the kirin moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn,
the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength
saving throw or be knocked prone.
Magic Resistance. The kirin has advantage on saving throws against spells and other magical effects.
Magic Weapons. The kirin’s weapon attacks are magical.
Mind Reader. A kirin can continuously detect thoughts as the spell. It’s telepathy enables it to read conscious
thoughts and are thus cannot be surprised.
ACTIONS
Multiattack. The kirin makes two attacks: one with its hooves and one with its horn.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Healing Touch (3/Day). The kirin touches another creature with its horn. The target magically regains 11 (2d8 + 2)
hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
Astral and Ethereal Stride. The kirin and up to three willing creatures within 5 feet of it magically enter the Astral or
Ethereal Plane from the Material Plane, or vice versa.
LEGENDARY ACTIONS
The kirin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be
used at a time and only at the end of another creature’s turn. The kirin regains spent legendary actions at the start of
its turn.
• Hooves. The kirin makes one attack with its hooves.
• Shimmering Shield (Costs 2 ACTIONS). The kirin creates a shimmering, magical field around itself or another
creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the kirin’s next turn.
• Heal Self (Costs 3 ACTIONS). The kirin magically regains 11 (2d8 + 2) hit points.
DESCRIPTION
Kirins are noble creatures that roam the sky in search of good deeds to reward or malefactors to punish. A kirin
superficially resembles a unicorn: It has the body of a stag, covered with luminous golden scales, a thick mane and
tail of darker gold color, deep violet eyes, and a pinkish horn and hooves. Kirins sometimes establish lairs on high
mountains or plateaus, simple on the outside but with luxuriant interiors. More often, however, they simply fly with
the wind, never settling in any place for long.
Habitat/Society: The kirin are a race of aerial creatures that rarely set hoof on solid ground. Only the males ever
approach the ground. No encounter with a female kirin has ever been recorded, although it is certain such beings
exist. Likewise, no young kirin has ever been encountered, thus details of their reproduction are unknown. Kirin are
reticent about these topics.
Kirin come to the aid of humanoids if asked properly or if such beings are faced with a powerful, extremely evil
being. Kirin believe in self-improvement, though, and do not casually come to a humanoid’s aid except in the direst
of circumstances.
Kirin sustain themselves by creating their own food and drink. They are highly imaginative with their creations. They
may establish a lair high atop a mountain or plateau. Such sites are virtually impossible to reach without resort to
flight or climbing. The lairs may have an stony exterior crafted from local materials. It is enhanced by magically
created wood and stout cloth. The interiors tend to be luxurious. The kirin are able to craft fine cloth, tapestries,
pillows, and other comforts. An occupied lair is kept clean by carefully controlled winds that sweep out debris.
Although kirin are generous and not avaricious, they still tend to accumulate treasure. These may be their own
creations, gifts from friends and allies, souvenirs of past travels and exploits, fines levied against malefactors, or
booty taken from vanquished foes.
Ecology: Kirin spend most of their time pursuing their own affairs. They often monitor the activities of powerful evil
creatures and beings. If such beings become too malevolent, the kirin act against them. Kirin may reward allies or
needy individuals by creating food and valuables. The intact skin of a kirin is worth 25,000 ¥. Possession of such a
item is dangerous, due to the retribution that may be visited upon the possessor by other kirin, sympathetic
humanoids, or intelligent lawful good monsters.
T’UEN-RIN
T’uen-rin are a powerful race of good servants that dwell in the peaceful skies and plains of Arcadia. They’re related
to the ki-rin of the Prime Material Plane, but they’re even more intelligent, capable, and noble than their “lesser” kin.
T’uen-rin keep their distance from prime-material affairs, concentrating on the task of battling evil around the Great
Wheel. However, from time to time the requirements of their endless war on evil send them to the worlds of the
prime.
T’uen-rin resemble their more common counterparts. Their bodies are horselike, but their coats are covered with fine
golden scales that scintillate with impossible shades of color. Their thick manes and tails are deep, dark gold, and
their hooves and horn are pinkish ivory. The t’uen-rin’s face is wise and beautiful, and its eyes are liquid orbs of deep
violet. Lots of berks say there’s no more beautiful sight in the multiverse than a t’uen-rin galloping across the sky at
sunrise, and they might be right.
T’uen-rin can understand and speak any human tongue and can also communicate by telepathy or empathy. No
natural, nonevil animal’ll ever offer harm to a t’uen-rin. Flowers spring up where their hooves touch the earth.
Combat: Although t’uen-rin are peaceful and good, they’ll fearlessly attack evil wherever they encounter it. A t’uen-
rin’s a match for even a greater baatezu or true tanar’ri, and the noble creature’ll never hesitate to engage such an
opponent.
The t’uen-rin attacks physically with two blows of its mighty hooves and a thrust of its great horn. T’uen-rin enjoy
dealing with evil opponents in a direct, physical approach and often choose this option over the use of spells or
their awe power.
T’uen-rin can cast arcane spells as a sorcerer. They’re especially fond of the schools of illusion and enchantment but
won’t hesitate to use extremely powerful spells such as symbols, wishes, or power words against very powerful evil
entities.
The t’uen-rin’s telepathy ability enables them to monitor conscious thoughts nearby, making them impossible to
surprise. This also allows the t’uen-rin to know alignment and detect lie without error. Each day, the t’uen-rin
can create nutritious food and beverage for 10d10 people, as well as 100 cubic feet of soft goods, 50 cubic feet of
wood, and 20 cubic feet of stone or metal items. These creations are permanent.
T’uen-rin can assume gaseous form, become invisible, summon weather, and call lightning at will. They can freely
enter the Ethereal or Astral Planes. Creatures of elemental air don’t attack a t’uen-rin unless compelled by an evil
force at least as powerful as the t’uen-rin.
Once per day, a t’uen-rin may create an aura of divine awe. Any being of a nondivine nature within sigbt must survive
a saving throw versus spell at -6 or be awed. Awed beings stand motionless for a number of rounds equal to 20
minus the creature’s Wisdom score. For example, a character with a Wisdom of 12 would be awed for 8
rounds. Awed creatures recover after a 1-round delay if attacked physically. If the t’uen-rin chooses, it may follow up
the awe with a special suggestion or emotion spell that affects every awed creature. A t’uen-rin could use this power
to inspire an entire army to courage or put a legion of evil creatures to flight. Normally, t’uen-rin don’t attack creatures
they’ve awed unless the creatures are evil and must be destroyed to deter them from their purpose.
Habitat/Society: T’uen-rin’re motivated purely by the pursuit of good. They often use their great powers to aid people
of good heart wherever they find ’em. Naturally, a t’uen-rin’ll seek out and destroy evil if at all possible. T’uen-rin are
superhumanly intelligent, and they’ve got a good idea of when it’s time to back off – they migbt consider a tanar’ri
roaming the Astral to be fair game, but they won’t follow that same tanar’ri into the Abyss.
Although t’uen-rin travel widely, their true home’s the skies above Arcadia. They live among the clouds, and some
t’uen-rin go centuries without setting foot on the ground. Unfortunately, this attitude’s rubbed off on the t’uen-rin;
there’s a dark seed of arrogance and superiority in the hearts of many of these noble creatures, and there’s some
bloods who say that the t’uen-rin may be headed for a fall if they keep distancing themselves from mortal concern.
Ecology: In some prime-material cultures, the t’uen-rin’re seen as the ultimate embodiment of good. ’Course, no
planar’ll ever say that about a t’uen-rin. Any cutter with a clue knows that there are high-ups even more important
than a t’uen-rin. All that aside, there’s no dark to the fact that t’uen-rin’re some of the most gifted creatures in the
multiverse, and that nothing short of a power dares face them in a fair fight.
It’s said that all the t’uen-rin are female, that no males of the race exist. If this is the case, a body might wonder how
more t’uen-rin show up. Some bloods say that there’s only a limited number of t’uen-rin – a couple of dozen, no more
than that – and that each time one is slain, the universe loses something unique and irreplaceable. Others say that
the male t‘uen-rin is actually the ki-rin (or vice-versa, depending on how a cutter looks at it), and that the two “races”
are actually one divided species. The t’uen-rin themselves avoid questions of this nature.
Mechanically the T’uen-rin is a CR 18 version of the kirin with the abilities noted above as well as the capability of a
20th level sorcerer. Text from the Planescape Compendium Entry.
KAMI, KOCHIYAMA
“Kami of the Mountain”
Huge Celestial (kami), neutral
Armor Class 12
Hit Points 161 (17d12 + 51)
Speed 40 ft., burrow 20 ft (ice and snow only), swim 40 ft.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 8 (-1) 10 (+0) 10 (+0)
Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, necrotic
Damage Vulnerabilities fire
Condition Immunities enchantment
Senses darkvision 60 ft., passive Perception 10
Languages Common, Kami, Telepathy 50 ft.
Challenge 7 (2,900 XP)
Innate Spellcasting. Kochiyama’s spellcasting ability is Charisma (spell save DC 10). It can innately cast the
following spells, requiring no material components:
• At will: detect evil and good, detect magic, invisibility, plane shift (between the Spirit World and the Material
Plane only), polymorph (self only).
Keen Smell. Kochiyama has advantage on Wisdom (Perception) checks that rely on smell.
Local Knowledge. Kochiyama is intimately familiar with the natural world in the area where it lives. It automatically
has access to the information learned from the commune with nature spell.
Magic Resistance. Kochiyama has advantage on saving throws against spells and other magical effects.
Numbing Cold. When Kochiyama deals cold damage to a creature, that creature must succeed on a DC 15
Constitution saving throw or be staggered until the end of their next round. A staggered creature may only take one
action – Attack, Move, Bonus or REACTION.
Regeneration. As long as Kochiyama is within 120 feet of its ward, it has regeneration 10 so long as it has at least 1
hit point remaining. This kami’s ward is the monastery and the area around it.
Ward. Each kami is mystically bound to a natural feature — small spirits to a branch,
Military Statistics-Block small stone, or stream, medium spirits to a tree, flower, rock, or bamboo grove, and large
spirits to a mountain, boulder, ancient tree, or small island. The nature spirit cannot stray more than 300 yards from
its feature. If it does, it becomes ill and dies within 24 hours. If the feature to which it is bound is destroyed, the
nature spirit dies. Animal kami can move around freely as they essentially fuse with their animal ward permanently.
Kochiyama’s ward is the monastery and the area around it.
ACTIONS
Multiattack. Kochiyama makes three attacks: one with his bite and two with his claws.
Bite. Melee or Ranged Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Freezing Strikes (Recharge 6). The avatar uses Multiattack. Each attack that hits deals an extra 5 (1d10) cold
damage. A target that is hit by one or more of these attacks has its speed reduced by 10 feet until the end of the
myrmidon’s next turn.
KAMI, KODAMA
“Small Nature Spirits”
Small celestial (kami), neutral
Armor Class 17 (natural armor)
Hit Points 60 (11d6 + 22)
Speed 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 16 (+2) 11 (+0) 14 (+2) 17 (+3)
Skills Nature +3, Perception +5, Stealth +4, Survival +8
Senses Darkvision 60 ft., passive Perception 14
Damage Resistance acid, fire, lightning
Damage Immunities necrotic, poison
Condition Immunities charmed, poison
Languages Common, Celestial (kami); telepathy 50 ft.
Challenge 5 (1,800 XP)
Innate Spellcasting. The kami’s spellcasting ability is Charisma (spell save DC 14, Spell Attack +6). It can innately
cast the following spells, requiring no material components:
• At will: druidcraft
• 3/day each - detect evil and good, detect magic, invisibility, plane shift (between the Spirit World and the
Material Plane only), tree shape
• 1/day each - animal friendship, entangle, tree stride (self plus 50 lbs. of objects only)
Distracting Gaze. When a creature that can see the kodama's eyes starts its turn within 30 feet of the kodama, the
kodama can force it to make a DC 14 Constitution saving throw if the kodama is not incapacitated and can see the
creature. On a failure the target is staggered and has disadvantage on all to-hit rolls for the next 1 minute (save
ends).
Local Knowledge. As a nature spirit, a kami is intimately familiar with the natural world in the area where it lives. A
nature spirit automatically has access to the information learned from the commune with nature spell.
Magic Resistance. The kami has advantage on saving throws against spells and other magical effects.
Regeneration. As long as a kami is within 120 feet of its ward, it has regeneration 10 so long as it has at least 1 hit
point remaining. However, it dies if its ward is killed or destroyed.
Speak with Beasts and Plants. The kami can communicate with beasts and plants as if they shared a language.
Tree Strider. Once on its turn, the kami can use 10 feet of its movement to step magically into one living tree within
its reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space
within 5 feet of the second tree. Both trees must be Medium or bigger. Alternatively, the kami can hide in the tree
becoming undetectable by anything but the most powerful magic - though the tree will radiate transmutation magic.
Ward. Each kami is mystically bound to a natural feature — small spirits to a branch, small stone, or stream, medium
spirits to a tree, flower, rock, or bamboo grove, and large spirits to a mountain, boulder, ancient tree, or small island.
The nature spirit cannot stray more than 300 yards from its feature. If it does, it becomes ill and dies within 24 hours.
If the feature to which it is bound is destroyed, the nature spirit dies. Animal kami can move around freely as they
essentially fuse with their animal ward permanently. Exception: A kami may move anywhere within the same natural
feature its ward resides in. For example, a tree kami could move anywhere in the same forest that its tree ward grows
even if it is more than 300 yards away.
ACTIONS
Multattack. The kami attacks twice with its claws.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) slashing damage and 10 (3d6)
poison damage.
DESCRIPTION
Revered by druids and rangers for their attunement with the wilds, kodama, known also as tree kami, are the
guardians of the wild trees of the forest—they do not protect trees cultivated and grown in civilized areas. (Those
trees are protected by different kami, if at all.) A kodama takes a single tree under its protection; typically, all of the
trees in a forest that are protected by kodama are clustered together in one particular area. A kodama in its physical
form resembles a barely humanoid creature with only the vaguest of features on its semispherical head. A tree kami
is 3 feet tall and weighs 60 pounds. While one might expect the kami of something as large as a tree to itself be
larger, the fact that forests are made up of so many trees tend to diminish the singular “presence” any single tree
might have.
Kodama are more curious about visitors than most kami, and often manifest their physical bodies simply to watch
and observe newcomers to their groves. A kodama usually manifests on the far side of its tree, or in the shadows of
the undergrowth, so that it can slowly step out into visibility to quietly observe with its distracting, empty-eyed gaze.
This gaze can be particularly unnerving. Those who have fallen under its supernatural effects often have different
descriptions of how the gaze made them feel (ashamed, frightened, curious, amused, and nervous being the most
common reactions), yet the end result is essentially the same. While under observation by a curious kodama, few are
those who can continue their actions without being at least somewhat distracted by the kami’s attention.
When a kodama must fight (typically in order to defend its tree or other kami), it moves quickly—kodama work best in
groups, and when confronted alone generally use tree stride to travel to another part of the forest to raise a small
host of allies to aid it in defending its home.
Variants
In cases where a tree is particularly ancient or immense, however, the kodama associated with it is much larger—
statistics for such rare kodama can be generated by advancing the kodama given here by several Hit Dice and
increasing its size—theoretically, a Colossal kodama with more than 20 Hit Dice could exist somewhere in the world.
Not all kodama increase in power by gaining racial Hit Dice, though, as some instead progress by gaining class
levels, particularly levels of druid, though a rare few kodama kami—those possessed of minds more ordered and
structured than is normal for their race—take the path of the monk.
Original.
KAMI, MEN-SHEN
“Guardian Kami”
Large celestial (kami), neutral
Armor Class 16 (Chain Mail)
Hit Points 110 (13d10 + 39)
Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 16 (+3) 14 (+2) 12 (+1) 15 (+2)
Saving Throws DEX +3, CON +6, WIS +4, CHA +5
Skills Arcana +5, Deception +8, Perception +4
Condition Immunities charmed, frightened, paralysed
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Giant, Spirit Tongue
Challenge 7 (2,900 XP)
Innate Spellcasting. The men-shen’s innate spellcasting ability is Charisma (spell save DC 13). The oni can innately
cast the following spells, requiring no material components:
• At will: darkness, eldritch blast (5th level), invisibility
• 1/day each: astral projection (as the spell except that the men-shen’s physical body is transported as
well), banishing smite, charm person, gaseous form, greater invisibility, sleep
ESP. The men-shen can sense the presence and location of any creature within 30 feet of it that has an Intelligence
of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell. Any creature
that it detects using ESP cannot surprise it. It otherwise acts as the detect thoughts spell.
Exception: A kami may move anywhere within the same natural feature its ward resides in. For example, a men-shen
could move anywhere in the same building that its ward is affixed to or resides in even if it is more than 300 yards
away.
Magic Weapons. The men-shen’s weapon attacks are magical.
Regeneration. The men-shen regains 10 hit points at the start of its turn if it has at least 1 hit point.
Special Equipment – +4 Nodachi. The men-shen’s magical greatsword is +4 on attack and damage rolls but must
return daily to the Celestial Court to retain their potency. Each day spent away from these realms causes the sword
to lose 1 point from its bonus until it becomes a masterwork weapon (nonmagical weapon that does +1 damage).
Spell Resistance. If the men-shen is subjected to a magical effect that allows him to make a saving throw to take
only half damage, the men-shen instead takes no damage if he succeeds on the saving throw, and only half damage
if he fails.
Ward – Doorway. Each kami is mystically bound to a natural feature — small spirits to a branch, small stone, or
stream, medium spirits to a tree, flower, rock, or bamboo grove, and large spirits to a mountain, boulder, ancient tree,
or small island. The men-shencannot stray more than 300 yards from the doorway or locale it is guarding. If it does, it
becomes ill and dies within 24 hours. If the feature to which it is bound is destroyed, the nature spirit dies. Animal
kami can move around freely as they essentially fuse with their animal ward permanently.
ACTIONS
Multiattack. The men-shen may use Terror then makes two attacks with its Nodachi.
+4 Nodachi. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) slashing damage, or 13
(1d10 + 8) slashing damage in Small or Medium form.
Terror. The men-shen targets one creature it can see within 60 feet of it. If the target can see the men-shen, it must
succeed on a DC 13 Wisdom saving throw against this magic or become frightened until the end of the men-shen’s
next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. If the target is
actually trying to illegally enter a place guarded by the men-shen it has disadvantage on the saving throw. A target
that succeeds on the saving throw is immune to the Terror of all men-shen (but not men-shen lords) for the next 24
hours.
Change Shape. The men-shen magically polymorphs into a Small or Medium humanoid, into a Large giant, or back
into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed
is its +4 nodachi, which shrinks so that it can be wielded in humanoid form. If the men-shen dies, it reverts to its true
form, and its nodachi reverts to its normal size.
DESCRIPTION
Men-shen are guardian spirits, assigned by those they serve to protect a place or person against intruders, evil
spirits, or whatever else is named. They appear as florid-faced humans of great size, dressed in the regalia of an
army general. Each carries a large red sword. They are able to speak the languages of all men and the language of
the Celestial Court. They are sometimes assigned by the Celestial Emperor to specific tasks but are more often
invoked or summoned by mortals. Their guardian duties normally only extend from dusk to dawn. They will faithfully
discharge their duties unto death.
The first men-shen were originally famous generals of a good emperor. When he fell ill due to the nightly visits of an
evil dragon, these generals volunteered to stand watch at his door. For several nights nothing hap- pened, yet they
never deserted their posts or slept. Finally, the emperor, concerned for his generals, ordered paintings of the two
done on the door posts. So effective had been their vigilance that even the paintings served to frighten the dragon
away. Now the two reside in the Celestial Palace, supervising the activities of all men-shen. So were they rewarded
for their loyalty and faithfulness. Since that time, mortals have painted the images of men-shen on the doorposts of
houses in hopes of frightening away evil spirits. There is a 5% chance that any painted image of a men-shen will be
occupied by a men-shen.
STONE SPIRIT
Sometimes, men-shen will go bad or become corrupt turning into stone spirits - evil spirits that inhabit stone statues
and can animate them when they desire. The animating spirits have Intelligence scores of 8 to 10 and always have
neutral evil alignment. They have the yokai subtype, so they are susceptible to spells that target spirits. A stone spirit
can be confronted in the Spirit Realm (Ethereal in this case) and defeated permanently there - use
the wraith statblock for its spirit form.
The stone spirit otherwise functions as an animate object spell with the following additions:
ACTION
Possess statue. The stone spirit assumes the form of a possessed statue. Use animate object for the possessed
statue's stat block instead.
REACTION
Flee the Form. As a reaction when a possessed statue drops to 0 hit points the stone spirit may leave and move to
another statue within 30 feet. If none exists it becomes disembodied and is effectively defeated as it will not be able
to possesses another statue for 24 hours.
NEW ATTACK
Petrifying Touch (Recharge 6). Melee Weapon Attack: to hit as statue, reach as statue, one target. Hit: As
statue damage , and the target must succeed on a DC 15 Constitution saving throw against being magically petrified.
On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of
its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours. Petrified creatures may
become targets of the stone spirits posses statue ability.
KAMI, SHIKIGAMI
“Kami of minor works of civilization”
Tiny celestial (kami), chaotic neutral
Armor Class 13 (plus stoneskin)
Hit Points 17 (5d4 + 5)
Speed 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 12 (+1) 10 (+0) 14 (+2. 13 (+1)
Skills Acrobatics +5, Deception +3, Perception +6, Stealth +7
Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks
Senses Blindsight 30 ft., Darkvision 120 ft., passive Perception 16
Languages Elvish, Spirit Tongue (Kami)
Challenge 2 (450 XP)
Innate Spellcasting. The kami’s spellcasting ability is Charisma (spell save DC 16, Spell Attack +8). It can innately
cast the following spells, requiring no material components:
• At will: invisibility (self only). stoneskin (self only)
• 3/day each - purify food and drink
• 1/week - commune with nature
False Appearance. While the kami has stoneskin active and remains motionless, it is indistinguishable from an
inanimate statue.
Local Knowledge. As a nature spirit, a kami is intimately familiar with the natural world in the area where it lives. A
nature spirit automatically has access to the information learned from the commune with nature spell.
Magic Resistance. The kami has advantage on saving throws against spells and other magical effects.
Regeneration. As long as a kami is within 120 feet of its ward, it has regeneration 2 so long as it has at least 1 hit
point remaining. However, it dies if its ward is killed or destroyed.
Speak with Beasts and Plants. The kami can communicate with beasts and plants as if they shared a language.
Ward. Each kami is mystically bound to a natural feature — small spirits to a branch, small stone, or stream, medium
spirits to a tree, flower, rock, or bamboo grove, and large spirits to a mountain, boulder, ancient tree, or small island.
The nature spirit cannot stray more than 300 yards from its feature. If it does, it becomes ill and dies within 24 hours.
If the feature to which it is bound is destroyed, the nature spirit dies. Animal kami can move around freely as they
essentially fuse with their animal ward permanently. Exception: A kami may move anywhere within the same natural
feature its ward resides in. For example, a tree kami could move anywhere in the same forest that its tree ward grows
even if it is more than 300 yards away.
ACTIONS
Multiattack. The kami makes two improvised weapon attacks.
Improvised Weapon. Melee or Range Weapon Attack: +5 to hit, reach 5 ft. or 20/40 ft range, one target. Hit: 6 (1d6
+ 3) piercing, slashing or bludgeoning damage. If the kami had advantage on the attack roll, the attack deals an extra
10 (3d6) piercing damage.
DESCRIPTION
This tiny, crudely carved statue of a robed man has glowing runes running across its surface.
KAMI, SUIJIN
“Kami of lakes, ponds, springs, and wells”
Huge celestial (kami), neutral
Armor Class 18 (natural armor)
Hit Points 229 (27d12 + 54)
Speed 30 ft., fly 60 ft., swim 60 ft.
STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 14 (+2) 19 (+4) 20 (+5) 23 (+6)
Saving Throws INT +9, WIS +10, CHA +11
Skills Insight +10, Intimidation +11, Perception +10, Persuasion +11
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened
Senses Truesight 120 ft., Passive Perception 20
Languages Aquan, Common, Spirit Tongue (Kami); telepathy 100 ft.
Challenge 14 (11,500 XP)
Innate Spellcasting. The kami’s innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell
attacks). The kami can innately cast the following spells, requiring no material components:
• At will: command (as a 2nd-level spell), control water, detect evil and good
• 3/day each: aqueous orb (as fireball but the damage type is bludgeoning), telekinesis
• 1/day: dispel magic (7th level)
Amphibious. The kami can breathe air and water.
Flyby. The kami doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
Freedom of Movement. The kami ignores difficult terrain, and magical effects can’t reduce its speed or cause it to
be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Local Knowledge. As a nature spirit, a kami is intimately familiar with the natural world in the area where it lives. A
nature spirit automatically has access to the information learned from the commune with nature spell.
Magic Resistance. The kami has advantage on saving throws against spells and other magical effects.
Regeneration. As long as a kami is within 120 feet of its ward, it has regeneration 10 so long as it has at least 1 hit
point remaining. However, it dies if its ward is killed or destroyed.
Speak with Beasts and Plants. The kami can communicate with beasts and plants as if they shared a language.
Ward. Each kami is mystically bound to a natural feature — small spirits to a branch, small stone, or stream, medium
spirits to a tree, flower, rock, or bamboo grove, and large spirits to a mountain, boulder, ancient tree, or small island.
The nature spirit cannot stray more than 300 yards from its feature. If it does, it becomes ill and dies within 24 hours.
If the feature to which it is bound is destroyed, the nature spirit dies. Animal kami can move around freely as they
essentially fuse with their animal ward permanently.
Exception: A kami may move anywhere within the same natural feature its ward resides in. For example a tree kami
could move anywhere in the same forest that its tree ward grows even if it is more than 300 yards away.
ACTIONS
Multiattack. The kami makes two melee attacks and use Whitewater Barrier if it so chooses.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage plus 4 (1d8) cold
damage.
Tail Slap. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.
Constrict. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 16 (3d8 + 3) bludgeoning damage, and the
target is grappled (escape DC 18). Until this grapple ends, the creature is restrained, and the kami can’t constrict
another target. While restrained the target takes 16 (3d8 + 3) bludgeoning damage at the start of its turn.
Hydro Pump (Recharge 5–6). The kami exhales cold water in a 60-foot line that is 5 feet wide. Each creature in that
line must make a DC 18 Dexterity saving throw, taking 54 (12d8) cold damage on a failed save , or half as much
damage on a successful one. Any creature that is struck by the blast and fails its saving throw is pushed back 10
feet. For every 5 by which a creature fails its saving throw, it is pushed back an additional 5 feet. This effect also
extinguishes any normal fires within the line of effect, as well as magical fires, which are dispelled as though
by dispel magic. A suijin can choose to have its breath weapon deal nonlethal damage instead of lethal damage
before using this ability. Essentially if the attack would kill a target it instead inflicts the unconscious condition.
Whitewater Barrier (3/Day). A suijin can create a wall of turbulent water. A suijin can make this barrier however long
it wishes, up to a maximum length of 180 feet, and the wall is 20 feet tall. A whitewater barrier acts as a sheet of
stormy water, and any Large or smaller creature that attempts to pass through the barrier must succeed at a DC 25
Strength (Athletics) skill check or be rushed to the top of the wave and pushed back to the side it started on, taking
fall damage as appropriate. It is possible to create cylindrical or square whitewater barriers to enclose specific points.
This effect acts like wind wall in regard to how ranged missiles, breath weapons, gases, and creatures in gaseous
form interact with it.
RECTIONS
Tail Swipe. When a creature moves behind the kami it may use its reaction to make a tail slap attack.
Description
Suijins are the kami of lakes, ponds, springs, and wells. When they are not merged with their wards, these spirits of
nature resemble giant carp or sea serpents, usually beautiful specimens with rainbow scales. While they are as
benevolent and well-meaning as all other kami, suijins are often mistaken for beasts of the waters they inhabit and
are thus feared by superstitious or simple-minded creatures. Those who encounter suijins know better than to believe
such unfounded fears, however, as the kami often only emerge from their wards in order to protect innocent
creatures in trouble near its waters. Considered reclusive even by other kami, a suijin usually tries to protect
creatures within its wards by covert means if at all possible, slowing the flow of its waters’ currents or pushing
struggling creatures to shore via magic. Suijins are infinitely patient, and though most enjoy helping creatures, those
in more remote regions are just as content to simply exist among their waters, protecting their wards from those who
would seek to defile them. The general attitude among most suijins is often one of simple acceptance of things as
they are, based on the belief that all things are fluid and subject to change; even the largest lakes are bound to
recede or expand, and even the most eternal kami are not entirely permanent, a point proven by the vicious oni.
In its true form, a typical suijin is 15 feet long and weighs about 1,200 pounds, though numerous rumors suggest that
lesser and greater suijins do exist in some parts of the world, typically residing in bodies of water that are
proportionate to the kami‘s size and power.
Ecology
A suijin’s particular ward is usually a good indicator of its temperament. A suijin residing in a secluded and placid
mountain lake is often calmer and forgiving of trespasses than one dwelling in the heart of a turbulent river, and
though all suijins typically mean well, those with more tumultuous wards are generally less tolerant of intruders within
their domains. For instance, a suijin protecting a natural whirlpool within a larger body of water may not help a
passing boat of traders that happens to start sinking into its depths, viewing the ship as a disturbance to the forces of
nature. Those suijins who are used to seeing their waterways casually abused by the forces of civilization—as almost
all cities in some way impose upon or corrupt the rivers and streams that flow near them, and even farming
communities may pollute with manure and runoff— can be much more hard-hearted.
Suijins in isolated areas care far less about the mortal world than those who interact with it on a daily basis, so the
attitude of a suijin dwelling within a mountain stream is often far different than that of one residing in a regularly
visited pond. Travelers can earn the approval of a suijin by placing minerals or gemstones within its ward, and those
who pollute the waters or use it for evil (such as by executing innocents via drowning) are quick to encounter a
normally calm suijin’s fearsome wrath. Unusual floods and droughts are both signs of a suijin’s displeasure with a
nearby development’s effects on the surrounding waters, and wary villagers are careful to appease a suijin and
change their destructive ways, lest they feel the full brunt of the powerful water kami‘s righteous wrath.
Those suijins who continually fail to protect their waters from troublesome residents or visitors are often quick to fall
out of favor with their kindred, and the wards of these kami often become treacherous during the time in which a
corrupted suijin makes its gradual transition toward becoming an oni.
Habitat & Society
A suijin can occupy virtually any body of water, whether it be a stream up to several dozen miles long or a lake no
more than a single mile in diameter. A particularly social suijin might choose to occupy the aqueduct of an urban
development if the inhabitants are especially conscious of their impact on the surrounding environs, and such
settlements recognize and appreciate the blessing of the benevolent resident, as a suijin cleans and purifies the
waters it inhabits.
Suijins are solitary kami, and rarely go out of their way to band with others of their kind, preferring instead to protect
isolated bodies of water. This form of aloofness isn’t out of fear of or apathy for other kami; instead, suijins merely
adhere to a loosely established territorial pact, knowing that their powers are more valuable when spread throughout
regions, rather than concentrated on particular bodies of water. When suijins do interact with one another, they do so
at points where two bodies of water meet, such as estuaries and deltas. If two connecting bodies of water are
especially healthy and the suijins residing in them are entirely undisturbed by forces of corruption, it is said that the
water kami celebrate nature in a sort of bonding ritual. The rare event can be seen as motes of blue and green light
whirling in the shallows of the adjoining water, and scholars speculate that this event may symbolize the creation of a
new suijin.
KAMI, TOSHIGAMI
“Kami of the Cherry Blossom”
Medium celestial (kami), neutral good
Armor Class 16 (natural armor)
Hit Points 130 (20d8 + 40)
Speed 30 ft.
STR DEX CON INT WIS CHA
11 (+3) 14 (+2) 14 (+2) 20 (+5) 18 (+4) 16 (+3)
Saving Throws INT +10, WIS +9
Skills Insight +9, Nature +10, Perception +9
Damage Resistance acid, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poison
Senses Darkvision 60 ft., passive Perception 19
Languages Common, Sylvan, Spirit Tongue (Kami)
Challenge 16 (15,000 XP)
Innate Spellcasting. The kami spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). She
can innately cast the following spells, requiring no material components:
• At will: cure wounds (8th level), deathwatch (as true seeing except when the kami looks at a creature the kami
knows how close to death it is providing the kami how many hit points it has left as a percentage of its total hit
points)*, druidcraft, fly*, foresight*, haste*, true seeing*
• 3/day: greater restoration, slow
• 1/day: finger of death, time stop, waves of exhaustion (as fireball but instead of doing fire damage each creature
in the area of effect gains 1d4 levels of exhaustion).
* These spells are active before any combat. The kami may maintain multiple concentration spells though each can be interrupted as normal.
Legendary Resistance (3/Day). If the kami fails a saving throw, she can choose to succeed instead.
Local Knowledge. As a nature spirit, a kami is intimately familiar with the natural world in the area where it lives. A
nature spirit automatically has access to the information learned from the commune with nature spell.
Magic Resistance. The kami has advantage on saving throws against spells and other magical effects.
Regeneration. As long as a kami is within 120 feet of its ward, it has regeneration 15 so long as it has at least 1 hit
point remaining. However, it dies if its ward is killed or destroyed.
Speak with Beasts and Plants. The kami can communicate with beasts and plants as if they shared a language.
Tree Stride. Once on her turn, the kami can use 10 feet of her movement to step magically into one living tree within
her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space
within 5 feet of the second tree. Both trees must be Large or bigger.
Touch of Ages. When a toshigami hits a target with any melee attack, the target must succeed at a DC 18
Constitution save to avoid being magically aged. When a toshigami strikes a foe, it must decide whether it wishes to
physically increase the target’s age or mentally reduce the target’s age. If it increases the target’s physical age, the
target takes 1d4 points of Strength, Dexterity, and Constitution drain (rolled separately). If it decreases the target’s
mental age, the target takes 1d4 points of Intelligence, Wisdom, and Charisma drain (rolled separately). Combined
with the toshigami’s numerous attacks, this can quickly devastate a target, but once a target succeeds at its saving
throw against the touch of ages, it can no longer be affected by this ability until the end of kami’s next round. This is a
magical aging effect, but does not actually alter the victim’s true age — it merely simulates the creeping effect of age
on the flesh or the reversion to an increasingly infantile state of mind. This effect lasts for 1 hour.
The specific effects of being reduced to 0 in an ability score are:
• Strength: The target is prone and paralyzed.
• Dexterity: All hits against the target automatically hit, and the target fails all related saves automatically.
• Constitution: The target dies.
• Intelligence: As the spell feeblemind.
• Wisdom: The target is unconscious.
• Charisma: As the spell feeblemind.
Ward. Each kami is mystically bound to a natural feature — small spirits to a branch, small stone, or stream, medium
spirits to a tree, flower, rock, or bamboo grove, and large spirits to a mountain, boulder, ancient tree, or small island.
The nature spirit cannot stray more than 300 yards from its feature. If it does, it becomes ill and dies within 24 hours.
If the feature to which it is bound is destroyed, the nature spirit dies. Animal kami can move around freely as they
essentially fuse with their animal ward permanently.
Exception: A kami may move anywhere within the same natural feature its ward resides in. For example, a tree kami
could move anywhere in the same forest that its tree ward grows even if it is more than 300 yards away.
ACTIONS
Multiattack. The kami can make seven staff of ages attacks.
Staff of Ages. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus touch
of ages.
REACTION
Staff of Ages. When a creature hits the kami, she may use her reaction to make a staff of ages attack.
LEGENDARY ACTIONS
The kami can take 3 legendary actions, choosing from the options below. Only one legendary action option can be
used at a time and only at the end of another creature’s turn. The kami regains spent legendary actions at the start of
her turn.
• The Staff of Ages. The kami makes a staff of ages attack.
• Spellslinger. The kami casts a spell.
Description
Toshigami, known also as blossom kami, are associated with cherry trees—particularly those that grow in inhabited
areas. Often, long after a city has fallen to ruin, these kami guardians are all that remain to remember the lost city’s
glory. In this way, the toshigami are also associated with the passing of time. Toshigami rarely show themselves
except to those in dire need or who are harming their trees. Still, they have a fascination with mortals, and have even
been known to form romantic relationships with them on occasion. A toshigami is 5 feet tall and weighs 100 pounds.
KAMI, ZUISHIN
“Kami of the Shrine”
Medium celestial (kami), lawful good
Armor Class 19 (natural armor)
Hit Points 127 (17d8 + 51)
Speed 0, fly 50 ft. (hover)
STR DEX CON INT WIS CHA
19 (+4) 21 (+5) 16 (+3) 14 (+2) 12 (+1) 18 (+4)
Skills Athletics +8, Intimidation +8
Damage Resistances acid, fire, lightning; bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities poison
Senses Darkvision 60 ft., passive Perception 9
Languages Common, Spirit Tongue (Kami, Oni); Telepathy 100 ft.
Challenge 10 (5,900 XP)
Innate Spellcasting. The kami spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). She
can innately cast the following spells, requiring no material components:
• At will: cure wounds (8th level), deathwatch (as true seeing except when the kami looks at a creature the kami
knows how close to death it is providing the kami how many hit points it has left as a percentage of its total hit
points)*, druidcraft, fly*, foresight*, haste*, true seeing*
• 3/day: greater restoration, slow
• 1/day: finger of death, time stop, waves of exhaustion (as fireball but instead of doing fire damage each creature
in the area of effect gains 1d4 levels of exhaustion).
* These spells are active before any combat. The kami may maintain multiple concentration spells though each can be interrupted as normal.
Local Knowledge. As a nature spirit, a kami is intimately familiar with the natural world in the area where it lives. A
nature spirit automatically has access to the information learned from the commune with nature spell.
Magic Resistance. The kami has advantage on saving throws against spells and other magical effects.
Regeneration. As long as a kami is within 120 feet of its ward, it has regeneration 10 so long as it has at least 1 hit
point remaining. However, it dies if its ward is killed or destroyed.
Ward. Each kami is mystically bound to a natural feature — small spirits to a branch, small stone, or stream, medium
spirits to a tree, flower, rock, or bamboo grove, and large spirits to a mountain, boulder, ancient tree, or small island.
The nature spirit cannot stray more than 300 yards from its feature. If it does, it becomes ill and dies within 24 hours.
If the feature to which it is bound is destroyed, the nature spirit dies. Animal kami can move around freely as they
essentially fuse with their animal ward permanently.
Exception: A kami may move anywhere within the same natural feature its ward resides in. For example, a tree kami
could move anywhere in the same forest that its tree ward grows even if it is more than 300 yards away.
Fearsome Presence. Any non-kami creature that starts its turn within 60 feet of the kami must make a DC 16
Wisdom saving throw. On a failed save, the creature becomes frightened of the kami for 1 minute. A creature can
repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving
throw is successful or the effect ends for it, the creature is immune to any kami’s Fearsome Presence for the next 24
hours.
Fey Step (Recharge 4–6). As a bonus action, the kami can teleport up to 30 feet to an unoccupied space it can see.
Healing Arrow. As part of an attack action, a zuishin can infuse an arrow it fires to carry any of the following
effects: cure wounds, lesser restoration or greater restoration. Using one of these effects consumes a use of the
same spell-like ability. The zuishin must make an attack with his holy yumi to deliver the effect to the target — the
target takes no damage from the arrow.
Holy Weapons. Any weapon wielded by a zuishin is treated as a holy weapon. A zuishin creates arrows out of
nothing as part of its attacks with any bow it wields. Holy weapons do an additional 3d6 damage against evil-aligned
creatures and 6d6 vs oni. This damage is not included in the kami’s attacks.
ACTIONS
Multiattack. The kami makes two weapon attacks.
Holy Naginata. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15
(2d10 + 4) slashing damage if used with two hands, plus 4 (1d8) radiant damage.
Holy Yumi. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 4
(1d8) radiant damage.
REACTION
Parry. The kami adds 3 to his AC against one melee attack that would hit him. To do so, the kami must see the
attacker and be wielding a melee weapon.
Description
While all kami are enemies of oni, none are so fervent as the zuishin. Known also as shrine kami, zuishin take as
their wards gates, doorways, religious places, and the spiritual archways known as torii, ensuring that the gates are
respected. Zuishin can use many weapons but tend to favor the bow. A zuishin treats its equipment with the utmost
care, viewing weapons as extensions of itself. It never discards its bow voluntarily; if the weapon is ever lost or
destroyed, a zuishin can craft a new one in a month.
Zuishin treat other kami with respect and are always willing to lend a helping hand. Creatures other than kami must
earn a zuishin’s trust before receiving its aid and do so by honoring the gate it guards or providing an offering to the
kami, such as a tree branch or other small piece of nature.
Zuishin manifest as suits of armor with a partly manifest warrior within and wield glowing weapons. They stand 5 feet
tall and weigh 120 pounds.
Original.
KAPPA
Small humanoid, any chaotic alignment (usually neutral)
Armor Class 15
Hit Points 65 (10d6 + 30)
Speed 20 ft., swim 40 ft.
STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 17 (+3) 7 (-1) 14 (+2) 11 (+0)
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 2 (450 XP)
Amphibious. The kappa can breathe air and water.
Head Bowl. The indentation on the top of a kappa’s head is filled with water from the lake or stream where the kappa
lives. Movement and ordinary actions (even combat) does not cause the water to spill; however, a character
grappling a kappa can empty the bowl by winning an opposed grapple check. The kappa also has disadvantage on
Strength checks (including the attack action), and negates its regeneration ability
Improved Grab. The kappa has advantage on grapple checks.
Regeneration. The kappa regains 5 hit points at the start of its turn. If the kappa’s head bowl is emptied of water, it
losses this trait.
Unarmored Defense. While the kappa is wearing no armor and wielding no shield, its AC includes its Wisdom
modifier.
Water Immunity. Kappas are immune to water-based spells, including any spell with the word “water” in its name
and shugenja or wu jen spells from the water element.
ACTIONS
Multiattack. The kappa makes two melee attacks with its claws.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage and the target is
grappled (Escape DC 13).
DESCRIPTION
Kappas are a race of malevolent, diminutive humanoids that bear a strong resemblance to turtles. Despite their
smallsize (an average kappa stands just over 2 feet tall and weighs about 20 pounds), kappas are accomplished
martial artists, focusing on techniques of grabs and throws. Kappas have a stooped posture and a hard shell
covering their backs, while thick but supple scales protect the rest of their bodies. Their scales are usually green with
yellow splotches, but occasionally dull blue with yellowish brown accents. They have protruding pot bellies with
pouches near the base of the abdomen. Their feet are heavy and wide, with three webbed toes ending in hooked
claws. Their hands are similarly webbed and clawed, though they are quite dexterous. Their heads are flat and
plump, with a bowllike indentation on the top of the head, which holds water from the kappa’s home lake, river, or
pond. Their broad mouths are filled with multiple rows of hooked teeth. Their round, bright eyes are usually red or
yellow, and covered by a transparent lid that enables them to see clearly underwater. Most kappas have long noses
resembling a bird’s beak, but some have shorter, more humanlike noses. Kappas speak Common and their own
language.
Generally, a kappa’s behaviour is unpredictable and extreme. Kappas delight in the discomfort of others, but they are
usually polite at first, even to potential prey. Potential victims can sometimes placate them by appealing to their
vanity — complimenting their manners or offering gifts, for example. But a hungry, insulted, or simply ornery kappa
shows no mercy. Kappas enjoy rending victims with their claws, but sometimes engage in wrestling contests.
Kappa are so proud of their prowess as hand-to-hand fighters that they often offer a victim the chance to wrestle. If
the victim wins, the kappa will grant him free passage. If he loses, the kappa will drag him underwater and eat him.
One of the kappa’s favorite contests is finger wrestling. The kappa and the victim link their smallest fingers while
standing on the shore, then attempt to pull each other into the water. To simulate this contest, the kappa and the
victim each attempt opposed Strength checks. If both wrestlers succeed or fail in a particular round, nothing
happens. If the victim succeeds and the kappa fails, the victim wins and is allowed to go on his way. If the kappa
succeeds and the victim fails, the victim has been pulled underwater.
Habitat/Society
Kappa live in bodies of fresh water, making their lairs under rocks and bridges. They have an extreme aversion to
saltwater, and exposure to saltwater for extended periods of time usually is fatal.
A kappa lair is often marked by a large stump or flat rock near the surface of the water. Usually, the landmark is
concealed by a circle of high weeds or marsh grass. The kappa uses this stump or rock as a sunning spot. Under the
water, a large rock or pile of stones conceals the entrance to the actual lair, which opens into a tunnel that leads to a
small, water-filled cavern. A hole in the cavern floor contains the kappa’s treasure, which comprises coins, jewelry,
and magical items taken from victims. The treasure hole is concealed by a large stone.
A kappa family consists of 2-6 adult males with an equal number of females. The number of children equals the total
number of adults. Mating is initiated by the females, who vigorously pursue the male of their choice until the male
submits. A female lays 1-6 eggs every year, about half of which actually hatch. The mother keeps the eggs hidden in
her pouch and carries the young in her pouch for up to a year after they hatch. A young kappa grows quickly,
reaching full maturity in about five years. They can walk, swim, and speak as soon as they hatch, however. Kappa
live to be about 100 years old.
These creatures are oblivious to the problems and concerns of others – even members of their own families. A kappa
rarely will come to the aid of endangered kin unless he himself would benefit. Before he will act, his own safety must
be reasonably assured, and he must be fairly confident that his efforts will lead to personal gain – such as treasure or
food.
Humans who share an area with a kappa learn to throw food and trinkets into his water as an offering. These humans
write the names of their family members on the gifts, so the kappa is aware of their source. On rare occasions, a
kappa acquires a deep respect for a particular human who is especially helpful, deferential, or threatening; in such
cases, the kappa may offer to teach the human some of its skills.
Ecology
Kappa eat humans, cows, and sheep when they can get them; otherwise they content themselves with fish. They are
especially fond of horseflesh, and often attempt to drag these animals to their doom. Kappa also enjoy cucumbers
and melons.
Variants
Smarter-than-Some. Unusually intelligent specimen’s kappa (about 10% of adult males) can cast spells. This talent is
innate; the spellcaster does not have to memorize the spells. However, the kappa only can cast spells while he is
within one mile of his home. The creature casts spells as if he were a wu jen whose level equals the kappa’s Hit Dice.
Kappa have access to any of the wu jen spells, but they favor the water-based magic.
Last-Laugh. Particular ancient kappa – those who manage to survive more than a 100 years generally – release
a death curse when they die. The death curse is cast by the kappa’s spirit on the opponents who defeated him in his
final battle. Up to four opponents can receive the death curse. Each affected opponent must make a DC 15
Charisma saving throw exactly four rounds after the kappa’s death. Those who fail their saving throws acquire a
permanent -4 penalty to their attack and saving throw rolls; additionally, everyone within a 30’ radius of a cursed
character suffers disadvantage to their attack and saving throw rolls for as long as they remain within that radius. The
death curse only can be lifted by a remove curse spell.
KARAKASA UMBRELLA
Small undead (yokai), chaotic evil
Armor Class 13
Hit Points 36 (8d8)
Speed 30 ft.
STR 16 (+3) DEX 17 (+3) CON 10 (+0)
INT 11 (+0) WIS 10 (+0) CHA 8 (-1)
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons that are not crystal
Damage Immunities poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Spirit Tongue – understands but does not speak.
Challenge 2 (450 XP)
Ethereal Sight. The yokai can see 60 feet into the Ethereal Plane when she is on the Material Plane, and vice versa.
Turning Defiance. The yokai and any yokai of CR 2 or lower within 30 feet of it have advantage on saving throws
against effects that turn undead.
ACTIONS
Pesky Poke. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) bludgeoning damage.
Needle Spin. Melee Weapon Attack: +5 to hit, reach 10 ft., all creatures within reach. Hit:10 (2d6 + 3) piercing
damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or
be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on
itself on a success.
REACTION
Sun Shield. As a reaction it may sidestep an attack that would hit by adding 3 to its AC.
DESCRIPTION
A yokai in a shape of an unbrella. It has a single large eye at its center and a single leg in place of a handle. Also
known as “Karakasa-kozo” (Umbrella kid) and “Ippon-ashi” (one-leg). Appears out of nowhere and startle people on
rainy nights.
KARA-TUR NAGA
The naga were an ancient race of serpent-folk that existed before the rise of Man. They are the oldest of the
civilisations, spanning the far west of the modern Kara-Tur. Before the rise of the first men, the naga entered an
enchanted slumber in an attempt to preserve their dying race. Alien, enigmatic and single minded and ruthless in
purpose when they have agreed on a course of action. The naga of kara-tur are a diverse species with the following
traits in common:
• Alignment Lawful Neutral
• Telepathy. Nagas are all part of a communal consciousness they call the Akasha. This shared consciousness
facilitates communication between nagas near and far and contains the memories of their entire species. A
group of nagas within 30 feet of each other are in constant communication. If one is aware of a particular
danger, they all are. If one in a group is not flat-footed, none of them are. No naga in a group is considered
flanked unless all are.
• Masculine. All naga are male. The naga are not born from eggs, like their feral reptilian cousins, but are birthed
from special pools and ponds located within sacred regions of jungle. This birthing of a new generation are
called Spawnings.
These creatures are considered part of the naga race and each has their own purpose in their strict caste society.
Despite their diversity they are all a single species with sub-races. Any amphibian/reptilian humanoid can fit into the
naga species though yuan-ti are always the core of the species. For example:
• Bullywug.
• Grung.
• Kobold.
• Lizardmen.
• Troglodyte.
• Yuan-ti.
NAGA SOCIETY
The culture of the nagas revolves around the Akasha — at once a communal mind, a racial memory, and a divine
being (or at least part of the divine being called Atman). The social castes of naga society — the vedics, the warriors,
the scouts, and the jaklas — are defined by their relationship with the Akasha, the Eternal Mind. All the castes are
guided by the Akasha, and all contribute their learning about the world to the Akasha.
The nagas revere Atman, or the Akasha itself, as creator, sustainer, and destroyer of all things, wellspring and goal
of life. They worship the two eyes of Atman, which see all that is good in the world, and the Pale Eye, which sees
only evil and passes judgment on it.
In ancient times, six naga cities flourished in what is now Kara-Tur, each named after one of the major ideals of the
naga race: Candas (“freedom,” the city of the chameleons), Iyotisha (“astrology,” the city of the constrictors), Nirukti
(“joy,” home of the greensnakes), Siksa (“courage,” the home of the asps), Vyakarana (“magic,” home of the cobras),
and Kalpa (“rebirth,” a homeland for all the bloodlines). Candas remains beautiful and intact, for it lies beneath the
waves of the Southern Ocean, tended by ningyo (merfolk) as the chameleons slumbered. Kalpa lies in ruins
somewhere in the mountains to the far north of Shinomen, and no word has ever come from its inhabitants since the
end of the Great Sleep. Nirukti lies in ruins as well, at the southern tip of the forest where it has been picked clean by
Rokugani explorers. The other three cities still stand, in varying states of disrepair, within the depths of the Shinomen
forest.
The race of nagas spent a thousand years in a magical stasis called the Great Sleep, from the time of the founding of
the Empire of Rokugan to the time of the Great Clans’ war against the Shadowlands. They awakened slowly, made
war against humans and oni spirit creatures alike, and after a very short period have, for the most part, returned to
their torpor. Some nagas see this as the only way to preserve their race, for their spawning pools are drying out. A
few nagas— mostly greensnakes and asps—reject the fatalism of the vedics and jaklas, and remain awake in the
hope of finding a way to reverse the decline of their people. A very few others hope simply to enjoy what life remains
to them, rather than crumbling to dust while they sleep.
Naga society has five castes and any type of naga sub-race can be part of any particular caste though some of the
sub-races have an affinity for a certain caste over another:
Greensnakes. The greensnakes are the most numerous bloodline, and the smallest nagas. They are in- quisitive
and fast learners and have adopted a diplo- matic role in naga society, facilitating naga interac- tion with the humans
of Rokugan.
Chameleon. Chameleons are aquatic nagas, equally at home above or below water and able to breathe
both air and water. They average 13 to 17 feet in length and weigh 520 to 680 pounds. Their most remark-
able feature is their ability to alter the coloration of their scales, which makes them ideally suited to the role
of stealthy scouts.
Asp. The asp are among the most numerous of naga bloodlines, second only to the greensnakes. They are the
warriors of their people: strong, sturdy, and aggressive.
Cobra. The cobras are the most mysterious bloodline of the nagas, because they are the practition- ers of the nagas’
strange pearl magic. They are similar in size to asps, but more slen- der and agile. Cobras are the most prone to
physical mutations of all the naga bloodlines, prob- ably because of their constant proximity to powerful sources of
magic. All cobras pos- sess hoods like those of the serpents whose name they carry, which can extend about 15
inches to either side of their head and retract at will. A few (10%) cobras’ hoods do not retract, and some (20%)
manifest serpentine features such as elongated tongues, snakelike eyes, or long snouts. Cobras also sometimes
(40%) have natural weaponry, including a bite (1d6 damage), claws (1d6 damage), or scythelike bones emerging
from the elbows (treat as Large armor spikes—1d8 damage with a successful grapple check).
Constrictor. Constrictors are the mystics, priests, astrologers, and magis- trates of the naga, somehow more
intimately connected to the communal mind and memory of their race than the other bloodlines. They are also the
largest nagas, 25 to 30 feet in length and weighing 1,000 to 1,200 pounds. Despite their size and bulk, they are
generally peaceful and gentle. The majority of constrictors have elaborate patterns of scales, and are called the
Children of the Bright Eye. These nagas are teachers, philosophers, healers, seers, and guardians of peace. A few
constrictors are born with scales of uniform black and are known as the Children of the Pale Eye. These nagas serve
as magistrates, filling the judicial roles of judge, jury, and executioner for crimes against the laws of the nagas.
KUMO
Large monstrosity (shadowlands, shapechanger), lawful evil
Armor Class 14 (natural armor, 17 with mage armor)
Hit Points 39 (6d10 + 6)
Speed 50 ft., climb 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 16 (+3) 12 (+1) 6 (–2)
Saving Throws Int +5
Skills Deception +3, Stealth +5
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 11
Languages Common, Deep Speech
Challenge 3 (700 XP)
Spellcasting. All kumo are 3rd-level wizards. They use Intelligence as their casting ability (DC 13, attack +5) and
require no material components for their spells. Typical known spells are listed below, but individual kumo can know
different spells.
• Cantrips (at will): dancing lights, poison cloud, shocking grasp
• 1st level (4 slots): grease, mage armor, magic missile
• 2nd level (2 slots): invisibility, mirror image
Kumo Poison. When exposed to kumo poison a target must make a successful DC 11 Con saving throw or
become poisoned for 1 minute, while poisoned the creature is paralyzed.
Spider Climb. Kumo can climb any surface without making ability checks.
Web Sense. While in contact with a web, the Kumo knows the exact location of any other creature in contact with the
same web.
Web Walker. The Kumo ignores movement restrictions caused by webbing.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit (reach 5 ft.; one creature). Hit: 7 (1d8 + 3) piercing damage, and the target is
exposed to kumo poison.
Spit Poison. Range Weapon Attack: +5 to hti, range 30/60 ft.; one creature). Hit: Target is exposed to kumo poison.
Spit Web. Ranged Weapon Attack: +5 to hit (range 30 ft./60 ft.; one creature). Hit: The target is restrained by webs
(Escape DC 12). The web can also be destroyed by 5 points of slashing or fire damage against AC 10. This web has
the additional effect of forcing spellcasters to make a DC 12 Constitution saving throw to maintain concentration on
spells.
Shapechange. An kumo can use its action to polymorph into a Medium beast or humanoid of CR 2 or lower, or from
another form back into its own form. The kumo retains its Int, Wis, and Cha scores and its current hit points while
polymorphed but always appears as an attractive specimen of the species and gender; otherwise, it takes on all the
attributes of the adopted form. It can cast spells if the adopted form can provide the spell’s verbal and somatic
components, and it retains its paralytic poison trait if the adopted form has a bite attack. A shapechanged kumo
reverts to its natural form when slain.
APPEARANCE
As the monstrosity approaches across its web, you notice that unlike other giant spiders, this one has a pair of
diminutive arms and hands, and an oddly brain-shaped hump on its back.
TACTICS
• Web-Slinging: A favored tactic of the kumo involves creating a web and then using that web as a swinging rope
to fight from. Generally speaking, the kumo is considered to be on higher ground for these attacks (+1 on melee
attacks). To use this tactic, a kumo must first throw a web to a nearby fixed point (usually a ceiling or beam,
both of which are generally Large, with an AC of 9). The kumo make one of three attacks using their webs in
this way.
• Angry Falling Leaves: In this attack, a kumo uses its web to break its fall as it suddenly drops up to 30 feet
downward into combat, treating itself as a falling object that crashes into an opponent from above. This attack
requires a melee touch attack, and deals 3d6 points of damage. The kumo itself takes 1d6 points of damage if
this attack is successful.
• Attack of the Lotus Whirlwind: In this attack, a kumo puts itself into a spin as it descends from its web. If the
kumo descends 20 feet or more using this attack, its descent counts as a charge.
• Graceful Descent of the Flying Blade: A kumo can swing up to the web’s length (moving up to the kumo’s
speed) and make a single melee attack action without provoking an attack of opportunity, similar to the Spring
Attack Feat. Doing so requires an Acrobatics check with a DC equal to the opponent’s CMD. The kumo then
releases the web and drops to the ground.
KUMO, INFILTRATOR
Medium aberration (shapechanger, yokai), neutral evil
Armor Class 15 (leather armour)
Hit Points 52 (8d8 + 16)
Speed 50 ft.,climb 30 ft.
STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 14 (+2)
Skills Deception+6, Insight+3
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't crystal
Condition Immunities charmed
Senses darkvision60 ft., passive Perception 11
Languages Common, Oni
Challenge 3 (700 XP)
Ambusher. The kumo has advantage on attack rolls against any creature it has surprised.
Shapechanger. The kumo can use its action to polymorph into a Small or Medium humanoid it has seen, or back
into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying
isn't transformed. It reverts to its true form if it dies.
Surprise Attack. If the kumo surprises a creature and hits it with an attack during the first round of combat, the target
takes an extra 10 (3d6) damage from the attack.
Spider Climb. The kumo can climb difficult surfaces, including upside down on ceilings, without needing to make an
ability check.
Tongues. The kumo is under a constant tongues effect (as the spell).
Web Walker. The kumo ignores movement restrictions caused by webbing.
ACTIONS
Multiattack. The kumo makes two attacks.
Paralyzing Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage plus 3
(1d6) poison damage. If the target takes any poison damage and is a creature, it must succeed on a DC 10
Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success.
Spit Poison. Range Weapon Attack: +6 to hit, range 15 ft., one target. Hit: 7 (1d6 + 4) poison damage. If the target
takes any poison damage and is a creature, it must succeed on a DC 10 Constitution saving throw or be paralyzed
for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
success.
Spit Web. Range Weapon Attack: +6 to hit, range 30 ft., one target. Hit: The target is restrained by webbing. As an
action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing
can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and
psychic damage).
Treasure: +1 Spirit Emblem.
KUMO, JORO-GUMO ASSASSIN
Large monstrosity (yokai, kumo), chaotic evil
Armor Class 19 (black silk kimono embroidered with dark draconic figures)
Hit Points 123 (13d10 + 52)
Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 12 (+1)
Saving Throws DEX +6, CHA +4
Skills Perception +5, Stealth +9
Damage Resistances Necrotic
Condition Immunities Charmed, Exhaustion
Senses Darkvision 120 ft., Passive Perception 15
Languages Common, Elvish, Sylvan
Challenge 6 (2,300 XP)
Innate Spellcasting. The joro-gumo's innate spellcasting ability is Wisdom (spell save DC 13). The kumo
shadow dancer can innately cast the following spells, requiring no material components:
• At will: dancing lights
• 1/day each: darkness, faerie fire
Assassinate. During her first turn, the joro-gumo has advantage on attack rolls against any creature that hasn't
taken a turn. Any hit the joro-gumo scores against a surprised creature is a critical hit. If the target is bloodied after
taking damage from this attack, the target drops to 0 hit points.
Kumo Poison. When exposed to kumo poison, a target must make a successful DC 15 Con saving throw or
become poisoned for 1 minute, while poisoned the creature is paralyzed.
Shadow Jump. As a bonus action, the joro-gumo can teleport up to 30 feet to an unoccupied space it can see. Both
the space it teleports from and the space it teleports to must be in dim light or darkness. The joro-gumo can use this
ability between the weapon attacks of another action it takes.
Spider Climb. The joro-gumo can climb difficult surfaces, including upside down on ceilings, without needing to
make an ability joro-gumo.
Web Sense. While in contact with a web, thejoro-gumo knows the exact location of any other creature in contact with
the same web.
Web Walker. The joro-gumo ignores movement restrictions caused by webbing.
Web Walker. The joro-gumo ignores movement restrictions caused by webbing.
ACTIONS
Multiattack. The joro-gumo shadow dancer makes three attacks, either with its longsword or its longbow. It can
replace one of those attacks with a bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison
damage and exposed to joro-gumo poison.
Kuru-Sai-Gama. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the
target must succeed on a DC 14 Dexterity saving throw or suffer one additional effect of the shadow dancer’s choice:
• The target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target
is restrained, and the shadow dancer can’t grapple another target.
• The target is knocked prone.
• The target takes 22 (4d10) poison damage.
• The target is stunned until the end of its next turn (saving throw is Constitution).
Kunai. Ranged Weapon Attack: +6 to hit, range 20/40 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 4 (1d8)
poison damage and exposed to joro-gumo poison.
Spit Web. Ranged Weapon Attack: +5 to hit (range 30 ft./60 ft.; one creature). Hit: The target is restrained by webs
(Escape DC 12). The web can also be destroyed by 5 points of slashing or fire damage against AC 10. This web has
the additional effect of forcing spellcasters to make a DC 12 Constitution saving throw to maintain concentration on
spells.
Summon Shadow (1/Day). The joro-gumo magically summons a shadow. The summoned shadow appears in an
unoccupied space within 60 feet of its summoner, acts as an ally of its summoner. It remains for 10 minutes, until it or
its summoner dies, or until its summoner dismisses it as an action. It appears as a shadowy spider.
Shapechange. A joro-gumo can use its action to polymorph into a spider that is Large or smaller, humanoid of CR 6
or lower, a hybrid form human-spider form, or from another form back into its own form. The joro-gumo retains her
Int, Wis, and Cha scores and her current hit points while polymorphed but always appears as an attractive female of
the humanoid species she mimics; otherwise, she takes on all the attributes of the adopted form. She can cast spells
if the adopted form can provide the spell’s verbal and somatic components, and she retains her kumo poison trait if
the adopted form has a bite attack. A shapechanged joro-gumo reverts to its natural form when slain.
REACTION
Phase Spider Step (1/Day). As a reaction to being hit the joro-gumo shadow dancer becomes invisible until the end
of her next turn or until she attacks, then teleports up to 20 feet.
TACTICS
Before Combat The joro-gumo cast false life and mage armor before combat, and poison their daggers with their
own poison.
During Combat The joro-gumo initially use their shadow call abilities to summon 1d3 shadowy giant spiders to
attack enemies, hoping to draw their opponents’ attention while they try to outflank them. The Gossamer use their
shadowdancer abilities and spells such as mirror image and vanish to confuse their enemies, always attempting to
flank their enemies with each other or their shadow companions. They reserve their shadow jump abilities to escape
if they are cornered.
Morale The joro-gumo fight to the death to protect their lover and master Akinosa.
TREASURE
Combat Gear potion of blur, potion of cure serious wounds.
Other Gear masterwork daggers (8), black porcelain mask, black silk kimono embroidered with dark draconic figures
(worth 75 ¥), necklace of Akinosa’s hair
DESCRIPTION
Pronounced JOH-ro GOO-mo. A horrific fusion of a woman's torso and with the lower body of a spider. Ensnares
humans in her sticky threads, then devours them alive. In spite of her giant size, can freely climb walls and ceilings.
Her arachnid legs are covered in a thick shell, making them highly resistant to damage.
The Joro-Gumo is yokai with the limbs of a spider and the torso and head of a female woman. Vicious, fast and
deadly, this troublesome enemy will do short work of the ill-prepared, luring young men in with her sexual appeal to
feed on them.
KUMO, LORD
“Akinosa the Rotund”
Large monstrosity (shapechanger, yokai), neutral evil
Armor Class 19 (natural armor)
Hit Points 129 (13d10 + 52)
STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 12 (+1)
Speed 50 ft., climb 30 ft., fly 60 ft (spell)
Skills Perception +5, Stealth +9
Senses Darkvision 120 ft., Passive Perception 15
Languages Common, Undercommon
Challenge 11 (7,200 XP)
Innate Spellcasting. The Akinosa's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately
cast the following spells, requiring no material components:
• At will: dimension door
• 1/day each: darkness, fly*, false life* (+6hp), mage armor*, blur* (disadvantage), mirror image, shield*
*These spells are active at the start of the fight.
Spider Climb. The Akinosa can climb difficult surfaces, including upside down on ceilings, without needing to make
an ability check.
Web Walker. The Akinosa ignores movement restrictions caused by webbing.
Kumo Poison. When exposed to kumo poison a target must make a successful DC 15 Con saving throw or
become poisoned for 1 minute, while poisoned the creature is paralysed.
ACTIONS
Multiattack. Akinosa makes three attacks from the available choices.
Long Limbed Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 2 (1d4) piercing damage plus 9
(2d8) poison damage and exposed to kumo poison.
Long Limbed Razor Legs. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing
damage.
Blowgun. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4
(1d8) poison damage and exposed to kumo poison.
Shapechange. Akinosa can use his action to polymorph into a Medium beast, humanoid of CR 5 or lower, a hybrid
form, or from another form back into his own form. Akinosa retains its Int, Wis, and Cha scores and its current hit
points while polymorphed; otherwise, he takes on all the attributes of the adopted form. he can cast spells if the
adopted form can provide the spell’s verbal and somatic components, and he retains his paralytic poison trait if the
adopted form has a bite attack. Akinosa dancer reverts to its natural form when slain.
VILLAIN ACTIONS
Akinosa takes a single villain action, in sequence, at the end of each round:
1. Spit Web. Akinosa encases a target in webbing wrapping them so tightly it paralyses them for 1 minute (Escape
DC 15). The web can also be destroyed by 10 points of slashing or fire damage against AC 12. This web has
the additional effect of forcing spellcasters to make a DC 12 Constitution saving throw to maintain concentration
on spells.
2. Spit Poison. Akinosa selects a target within 60 feet and spits kumo poison at them. The target take 10 (3d6)
necrotic damage and 10 (3d6) poison damage.
3. Chain Lightning. Akinosa casts chain lightning which hits 1 target within 30 feet than chains to at least 3 other
targets and chains again to another 3 hostile targets before expending its energy for 45 (10d8) lightning damage
on a failed DC 14 Dexterity saving throw.
4. Baleful Polymorph. Akinosa turns a target into a rat for 1 hour. He enjoys polymorphing his enemies into rats,
an animal considered unlucky by many in Rokugan. The target can make a DC 15 Constitution saving throw at
the end of its turn to revert to its normal form.
TACTICS
Before Combat Akinosa casts false life and mage armor every day. If alerted to the presence of intruders, Akinosa
sends out his guards from the Open Web (area A8b) and casts scrying to determine the point of attack. He then
positions his elite defenders, the Gossamer (area A10b), between the attack and himself. Before combat, Akinosa
casts blur, fly, mirror image, and shield.
Combat. If encountered in his lair, Akinosa plays his drums of panic (see area A9b) to scare away foes, then drinks
from his flask of endless sake in the hope of getting a beneficial potion. Akinosa uses fly or dimension door to move
around in combat and avoid melee, instead using his wand of lightning bolt and casting his toughest spells,
including chain lightning and baleful polymorph. Akinosa enjoys polymorphing his enemies into rats, an animal
considered unlucky by many in Tian Xia. If engaged in melee combat, Akinosa casts interposing hand for cover and
attacks with his dagger of venom.
Morale Akinosa is likely to believe that any attackers are agents of Munasukaru and fears capture accordingly. If
reduced to 20 hit points or fewer, Akinosa casts dimension door to flee to safety, gathering whatever followers he has
left to launch a counterattack.
TREASURE
Combat Gear wand of lightning bolt (23 charges), Medium spider venom (4 doses); Other Gear dagger of venom,
masterwork blowgun with 10 darts, cloak of resistance +2, flask of endless sake (see page 60), silver sake drinking
bowl (worth 110 ¥), magnificently carved hardwood ball medallion depicting the world being devoured by an imperial
dragon (worth 50 ¥), silver mirror worth 1,000 ¥ (focus for scrying spell), 2 doses of tobacco (worth 50 ¥ total), keys to
all locks in the aboveground levels of the House of the Withered Blossoms
KUMO, TSUCHIGUMO
“The King of the Kumo”
Gargantuan monstrosity (titan, yokai), chaotic evil
Armor Class 17 (natural armour)
Hit Points 324 (24d20 + 72)
Speed 50 ft., climb 50 ft., swim 30 ft.
STR DEX CON INT WIS CHA
26 (+8) 16 (+3) 16 (+3) 5 (-3) 16 (+3) 15 (+2)
Saving Throws Con +10, Int +12, Wis +10
Skills Arcana +12, Insight +10, Perception +10
Damage Resistances bludgeoning, piercing, and slashing
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 20
Languages understands gith but cannot speak
Challenge 22 (41,000 XP)
Hard Head. While Tsuchigumo is not flanked he has a damage threshold of 15.
Inscrutable. Tsuchigumo is immune to any effect that would sense his emotions or read his thoughts.
Legendary Resistance (3/Day). If Tsuchigumo fails a saving throw, he can choose to succeed instead.
Magic Resistance. Tsuchigumo has advantage on saving throws against spells and other magical effects.
Magic Weapons. Tsuchigumo’s weapon attacks are magical.
Siege Monster. Tsuchigumo deals double damage to objects and structures.
Spider Climb. Tsuchigumo can climb difficult surfaces, including upside down on ceilings, without needing to make
an ability check.
Web Sense. While in contact with a web Tsuchigumo knows the exact location of any other creature in contact with
the same web.
Web Walker. Tsuchigumo movement restrictions caused by webbing.
ACTIONS
Multiattack. Tsuchigumo makes two attacks with his Noxious Bite.
Noxious Bite. Melee Spell Attack: +15 to hit, reach 5 ft., one creature. Hit: 23 (4d6 + 8) piercing damage 28 (8d6)
poison damage, and the target must succeed on a DC 18 Constitution saving throw or die. On success the target
is poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on
itself on a success. If the target is already poisoned it automatically fails, the saving throw.
While poisoned it takes 14 (4d6) poison damage at the start of its turn. This attack reduces poison immunity to
resistance and resistance to normal and normal to vulnerability each time it strikes with this attack.
Body Slam (To Hit Roll of 15+). Whenever Tsuchigumo rolls 15+ on his noxious bite attack roll he shakes his head
and his tail and slams into creatures within 5 feet of him. Each creature within range must make a DC 18 Dexterity
saving throw or take 35 (10d6) bludgeoning damage and become stunned until the end of Tsuchigumo’s next turn.
Web (Recharge 5–6). Ranged Weapon Attack: +12 to hit, range 30/60 ft., one creature. Hit: The target
is restrained by webbing. As an action, the restrained target can make a DC 23 Strength check, bursting the webbing
on a success. The webbing can also be attacked and destroyed (AC 10; hp 15; immunity to bludgeoning, poison, and
psychic damage).
REACTION
Teleport. When Tsuchigumo is reduced to 50% of his starting hit points he teleports anywhere within his lair.
LEGENDARY ACTIONS
Tsuchigumo has 1 legendary action per PC, choosing from the options below. Only one legendary action option can
be used at a time and only at the end of another creature’s turn. Tsuchigumo regains spent legendary actions at the
start of his turn.
• Noxious Touch. Tsuchigumo uses Noxious Bite.
• Melee Explosion (Costs 2 ACTIONS). Tsuchigumo points her tail in air and wind swirls around it exploding
outward. Each creature within 30 feet of Tsuchigumo must make a DC 20 Dexterity saving throw, taking 35
(10d6) force damage on a failed save, or half as much damage on a successful one.
• Ice Barrage (Costs 3 ACTIONS, 1/Day). Tsuchigumo raises his tail and wiggles it calling forth a barrage of ice
that quickly spikes up from the ground underneath enemy creatures. Each creature that Tsuchigumo can see
must make a DC 18 Dexterity saving throw taking 70 (20d6) cold and 70 (20d6) piercing damage on a failed
save, or half as much on a success.
LAIR ACTIONS
On initiative count 20 (losing initiative ties) 1d6 +1 Child of Kumo joins the battle. They may act on the turn they
arrive.
DESCRIPTION
The Great Sea spider is the king of all kumo, a powerful tainted animal spirit. Looking more like an eight-legged
silverfish this king of spiders is nonetheless the greatest of its kind.
Many years ago, the Spider brokered a deal with Fu Leng, leaving Chikushudo forever so that he and his kin could
drink the power of Jigoku. This deal was sealed by the sudden outbreak of civil war in the Crane lands, during which
time the great kumo fed upon blood spilled in hatred, growing large and powerful. The Spider rampaged across the
lands of the Crane Clan, until the Asahina finally mastered a great spell that would temper the beast’s wrath, sending
it into a deep sleep in the depths of the sea.
During the war against the Lying Darkness, the minions of Nothing manipulated the Crane into awakening the Spider
once more. After the beast slipped free of the control of its masters, it spun a great web of shadow over Otosan u c h
i itself, blocking the sun and allowing the Darkness to rampage in the city unchecked. Only the brave efforts of
Rokugan’sheroic samurai dispelled the web and freed the civ, but the spider itself escaped into the depths of the sea
once more before it could be destroyed.
The Great Sea Spider is a devastating foe. It prefers to soften its enemy from afar, using its webs to ensnare and
slow enemies before closing to finish them off.
KYOJIN
Kyojin, or gargantua, are truly monstrous species, both in size and ferocity. Whether they are throwbacks to another
age, aberrations of natural processes, or results of crazed magical experiments is un- known.
Gargantua appear in many different forms, but most resemble gigantic humanoids, insects, and reptiles.
The reptilian gargantua is so immense that it dwarfs virtually all of the world’s creatures. Some reptilian gargantua
move on all fours. Most, however, are bipedal, supported by two massive legs rivaling the width of the largest tree
trunks. The creature’s body is thick and bulky. Rocky scales — usually dark green with black accents — cover it from
head to toe. Its smooth belly is a lighter shade of green. Certain rare types have mottled scales in shades of brown,
gray, and yellow.
Humanoid gargantua are the least intelligent type. They resemble gigantic humans, somewhat anthropoid facially,
with stooped shoulders, long arms, and jutting jaws. Long, greasy hair dangles about their shoulders, though a few
humanoid gargantua are completely bald. They stand 80 to 100 feet tall and are sometimes covered with black,
brown, or golden fur. Their skin color ranges from pale pink to dull yellow to deep black. They have blunt noses, huge
ears, and bright eyes, which are usually brown or red. Single-eyed humanoid gargantua also are rumored to exist.
Adult insectoid gargantua resemble immense moths. Their bodies are covered with fine fur, usually gray or black,
and their wings bear colorful patterns in brilliant blue, red, yellow, and green. Their movements and other actions are
accompanied by a piercing screech that sounds like a warning siren.
Though extremely rare and generally cause for an entire army to be mobilized to deal with, there are rumors of an
isolated island filled with nothing but kyojin and small kingdom of humans who battle these titans daily for control of
the island and survival blissfully unaware of sprawling human civilizations outside their walled city.
KYOJIN TEMPLATE
A beast, humanoid, giant, or monstrosity can become a kyojin. When a creature becomes a kyojin, it retains all its
statistics except as noted below.
• Type. Change its type to monstrosity and its subtype to titan.
• Size. Change to gargantuan and update HD and HPs appropriately.
• Abilities. The creatures Intelligence is reduced to 5 if it is higher and its Strength and Constitution is increased
by 6 to a maximum of 30.
• Resistances. Kyojin is resistant to all attacks.
• Immunities. Kyojin are immune to bludgeoning, piercing and slashing from nonmagical attacks that are not
adamantine.
• Languages. Kyojin loses any ability to speak though it still has a dim emphatic intelligence.
• Challenge. Use the guidelines in the Dungeon Master’s Guide to recalculate the rating after you apply the
template.
New Traits:
• Siege Monster. The kyojin deals double damage to objects and structures.
• Swallow. The kyojin makes one bite attack against a Large or smaller creature it is grappling. If the attack hits,
the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature
is blinded and restrained, it has total cover against attacks and other effects outside the kyojin, and it takes
((CR/2) * d6) acid damage at the start of each of the kyojin’s turns. If the kyojin takes (1/10th its original hit
points rounded up to the nearest tens) damage or more on a single turn from a creature inside it, the kyojin must
succeed on a DC (8 + Proficiency + CON) Constitution saving throw at the end of that turn or regurgitate all
swallowed creatures, which fall prone in a space within 10 feet of the kyojin. If the kyojin dies, a swallowed
creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement,
exiting prone.
• Weak Spot. The kyojin has a weak spot which bypasses its damage resistance. The weak spot is specific to
each creature type. For example, a humanoid kyojin has its weak spot on the back of its neck.
New ACTIONS:
• Bite. If the base creature did not have a bite attack it gains one. Calculate to-hit and damage bonuses based on
the kyojin’s Strength score and damage is 4d12 piercing or ½ the CR in d12 – whichever is higher - and if the
target is a creature, it is grappled (calculate escape DC normally). Until this grapple ends, the target
is restrained, and the kyojin can’t bite another target.
• Slam. Replace any weapon attack with a slam attack that also grapples the target.
Example using a hill giant.
KYOJIN (HUMANOID)
Gargantuan monstrosity (titan), chaotic evil
Armor Class 13 (natural armor)
Hit Points 175 (10d20 + 70)
Speed 40 ft.
STR DEX CON INT WIS CHA
27 (+8) 8 (-1) 25 (+7) 5 (-3) 9 (-1) 6 (-2)
Skills Perception +2
Damage Resistances All
Damage Immunities bludgeoning, piercing and slashing from nonmagical attacks that are not adamantine
Senses passive Perception 12
Languages –
Challenge 8 (1,800 XP)
Siege Monster. The kyojin deals double damage to objects and structures.
Swallow. The kyojin makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the
target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature
is blinded and restrained, it has total cover against attacks and other effects outside the kyojin, and it takes 14 (4d6)
acid damage at the start of each of the kyojin’s turns. If the kyojin takes 20 damage or more on a single turn from a
creature inside it, the kyojin must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate
all swallowed creatures, which fall prone in a space within 10 feet of the kyojin. If the kyojin dies, a swallowed
creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
Weak Spot. The kyojin has a weak spot which bypasses its damage immunities and resistance on the back of its
neck.
ACTIONS
Multiattack. The kyojin makes two slam attacks.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 34 (4d12 + 8) piercing damage. If the target is a
creature, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the kyojin can’t bite
another target.
Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage. If the target
is a creature, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the kyojin loses one
of its slam attacks.
Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.
MAMONO
Medium monstrosity (shapechanger), neutral evil
Armor Class 14
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 14 (+2)
Skills Deception +6, Insight +3
Condition Immunities Charmed
Senses Darkvision 60 ft., Passive Perception 11
Languages Common
Challenge 3 (700 XP)
Innate Spellcasting. The mamono’s spellcasting ability is Charisma (spell save DC 12). It can innately cast the
following spells, requiring no material components:
• At will: invisibility
Ambusher. The mamono has advantage on attack rolls against any creature it has surprised.
Rejuvenation. If a mamono is killed at night, it reawakens in 2 hours, completely healed and very angry. The only
reliable way to kill a mamono is to cut it into three or more parts and bury them separately. A mamono cannot
rejuvenate if killed during the day or exposed to direct sunlight.
Shapechanger. The mamono can use its action to polymorph into a Small or Medium humanoid it has seen, or back
into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying
isn’t transformed. It reverts to its true form if it dies.
Sunlight Hypersensitivity. The mamono takes 1d8 radiant damage when it starts its turn in sunlight. While in
sunlight, it has disadvantage on attack rolls and ability checks.
Surprise Attack. If the mamono surprises a creature and hits it with an attack during the first round of combat, the
target takes an extra 10 (3d6) damage from the attack.
ACTIONS
Multiattack. The mamono makes three arm blade attacks.
Arm Blades. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Torso Maw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) piercing damage and 5 (2d4)
poison damage.
Read Thoughts. The mamono magically reads the surface thoughts of one creature within 60 feet of it. The effect
can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it.
While the target is in range, the mamono can continue reading its thoughts, as long as the mamono’s concentration
isn’t broken (as if concentrating on a spell). While reading the target’s mind, the doppelganger has advantage on
Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
DESCRIPTION
Mamonos are hideous shapechangers with a strong resem- blance to doppelgangers. In their natural form, they are
skin- less creatures of bone and muscle, with a single eye and a gaping, spiderlike maw in their abdomens. Their
arms end in serrated blades of bone, each as deadly as a wakizashi.
Like doppelgangers, mamonos use their natural abilities of mimicry and deception to infiltrate human society. Unlike
doppelgangers, however, they are motivated by a deep loathing of humanity rather than simple self-interest, and they
delight in flaying their victims before devouring their eyes, liver, and other soft tissue.
In human form, a mamono attacks with a weapon or unarmed, but if it is severely threatened it reverts to its natural
form and uses its formidable natural weaponry.
MANANANGGAL
Medium undead, chaotic evil
Armor Class 17 (natural armor)
Hit Points 195 (23d8 + 92)
Speed 30 ft., fly 60 ft (hover)
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 13 (+1) 16 (+3) 18 (+4)
Saving Throws STR +7, CON +7, WIS +6, CHA +7
Damage Resistances Necrotic, Psychic; bludgeoning, piercing, slashing from nonmagical attacks that are not silver
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Stunned
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Spirit Tongue
Challenge 7 (2,900 XP)
Innate Spellcasting. The manananggal’s innate spellcasting ability is Charisma (spell save DC 15, spell attack +7).
She can innately cast the following spells, requiring no material components:
• At will: bleed (as vampiric touch but in addition the target gains 1 failed death saving throw if dying on a failed
save), dancing lights, touch of fatigue (as vampiric touch but in addition the target gains 1d4 levels of exhaustion
for 1 hour on a failed save)
• 3/day: darkness, deep slumber (as a 9th level sleep spell), fear (DC 19)
Regeneration. The manananggal regains 10 hit points at the start of her turn when separated (this only applies to
the monstrous upper body after separation). If she takes fire or radiant damage, this trait doesn’t function at the start
of manananggal's next turn. The manananggal is destroyed only if she starts her turn with 0 hit points and doesn’t
regenerate.
Sunlight Sensitivity. While in sunlight, the manananggal has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Separate. During the day, a manananggal looks like a living human woman. She does not detect as undead during
the day but is still an undead creature. At sunset, her upper torso automatically rips away, leaving her lower torso
behind. Her lower torso is helpless, but her upper torso gains its fly speed and attack actions at this time. The upper
and lower portions share the same pool of hit points (despite any intervening distance), and if the helpless lower
portion is damaged, the manananggal is immediately aware of the attack. Since manananggals can be destroyed by
damage to their lower bodies, they prefer to hide their lower torsos when separated. A manananggal must return to
its lower torso and reattach to it within the hour before sunrise — each round a manananggal remains separated after
sunrise, it takes 1d6 points of radiant damage until it re-joins its lower torso or it crumbles into dust.
Vulnerable to Light Blades. Light blades (all finesse weapons) deal double damage on a successful hit against a
manananggal.
ACTIONS
Multiattack. The manananggal makes two fist attacks.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is
female, the target takes an extra 14 (4d6) slashing damage for each Charisma point it has above 18. Instead of
dealing damage, Vladimir can grapple the target (escape DC 14) provided the target is Large or smaller.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) piercing damage. If the target is a
willing creature, or a creature that is grappled by the manananggal, incapacitated, restrained or unconscious it takes
10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage
taken, and the manananggal regains hit points equal to that amount. The reduction lasts until the target finishes a
long rest. The target dies if this effect reduces its hit point maximum to 0. A female humanoid slain in this way and
then buried in the ground rises the following night as a manananggal. Against pregnant women, the manananggal
deals an extra 14 (4d6) necrotic damage with her bite .
MARTIAL ARTIST, MANTIS STYLE
“Yamato the Razor”
Medium humanoid (any), neutral evil
Armor Class 16
Hit Points 162 (25d8 + 50)
Speed 40 ft., see tempest of the four winds
STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 15 (+2) 12 (+1) 14 (+2) 13 (+1)
Saving Throws DEX +8, CON +6, WIS +6
Skills Perception +6, Stealth +8
Damage Immunity Poison
Senses Darkvision 120 ft., passive Perception 16
Languages Common, Oni
Challenge 9 (5,000 XP)
Harmony of Body and Mind. When starting his turn dazed, dominated, immobilized, restrained, slowed, or stunned,
Yamato can end one condition and take 10 damage.
Master and Pupil. If Yamato is defeated by another monk in single combat his mantis tattoos will flow from him to
the victorious monk. The victorious monk becomes the Mantis Style Master and gains the actions and reactions
below (DM’s discretion). The new Mantis Master will be sought after by students of other martial art schools to duel.
Tranquil Step. Yamato ignores all damage and effects from hazardous terrain.
Unarmored Defense. Yamato adds his Wisdom score to his AC.
ACTIONS
Flying Battle Step. Yamato teleports up to 25 feet as many as three times and uses reaching steel fist after each
teleport. He can target different creatures with these attacks.
Reaching Steel Fist. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage
plus 14 (4d6) force damage, and Yamato can slide the target 1 square.
Spinning Leg Sweep (1/Day). Each creature within 10 feet of Yamato must make a DC 16 Dexterity saving throw or
take 17 (3d8 + 4) bludgeoning damage and be knocked prone, or half as much damage on a successful save. The
target must use their whole speed to stand-up on a failed save.
Meditation Upon Time and Space (Recharges 5-6). As a bonus action, Yamato selects all creatures that he wishes
to be affected within 15 feet of him must make a DC 14 Constitution saving throw or be teleported to another space in
the area of effect.
Tempest of the Four Winds (Recharges 4 - 6). Yamato pushes each enemy adjacent to him 2 squares and then
flies up to his speed. He must end this movement on a solid surface.
REACTION
Redirection of Force. When an attack misses Yamato, he teleports up to his speed to a space adjacent to the
triggering enemy and uses reaching steel fist against it.
Relentless Mantis Step (1/Day). When Yamato is first bloodied, tempest of the four winds recharges, and Yamato
uses it. This reaction does not count against Yamato's reaction limit.
LEGENDARY ACTIONS
Yamato has 2 and only 2 actions he can use per day. He may use these at the end of another creatures turn. He
may choose from his list of available actions.
MARTIAL ARTIST, NAGINATA STYLE
“Atsuo the Club”
Medium humanoid (human), chaotic neutral
Armor Class 12 (15 with mage armor)
Hit Points 84 (13d8 + 26)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 18 (+4) 12 (+1) 11 (+0)
Saving Throws INT +8, WIS +5
Skills Arcana +8, History +8
Senses passive Perception 11
Languages Common, Oni
Challenge 9 (5,000 XP)
Arcane Ward. Atsuo has a magical ward that has 30 hit points. Whenever he takes damage, the ward takes the
damage instead. If the ward is reduced to 0 hit points, Atsuo takes any remaining damage. When he uses Incite
Rage or Crimson Bolt, the ward regains 1d10 hit points.
Master and Pupil. If Atsuo is defeated by another monk in single combat his naginata tattoos will flow from him to
the victorious monk. The victorious monk becomes the Naginata Style Master and gains the actions and reactions
below (DM’s discretion). The new master will be sought after by students of other martial art schools to duel.
Stone Garden's Master. Any ally of Toru’s that starts its turn within 15 feet of him gains a +2 bonus to attack rolls
and damage rolls when attacking at the end of a charge until the end of that ally’s turn.
ACTIONS
Naginata. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d10) slashing.
Incite Rage. Ranged Spell Attack: +8 to hit, range 50 ft., one target. Hit: 10 (3d6) psychic damage, and the target
must make a DC 16 Wisdom saving throw or charge a creature of Toru's choosing.
Crimson Bolt (Recharge 5-6). Ranged Spell Attack: +8 to hit, range 100 ft., one target. Hit: 10 (3d6) lightning
damage, and the target takes ongoing 5 lighting damage (DC 16 Constitution or Arcana check ends this effect).
REACTION
Naginata Fling. When an enemy adjacent to Atsuo deals damage to him he may use his reaction to make a
naginata attack. This attack also pushes the target up to 15 feet away.
MEMEDI
Memedi are djinni like creatures of Kara-tur. They may appear differently (see description) but they are essentially
elemental spirits which range the gamut of good to evil. Use djinni as the base creature (any jin of your choice) and
make the following changes to the djinni:
• Type. Change its type to fey and add the subtype yokai.
• Resistance. The memedi has damage resistance against nonmagical bludgeoning, piercing and slashing attack
that are not crystal.
It gains the following additional traits:
• Ethereal Sight. The yokai can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice
versa.
• Yokai. As a spirit, the yokai has advantage on saving throws against all enchantment effects except those of
other yokai. Yokai can sense any passages to Gaki-do and the Ethereal plane within one mile.
DESCRIPTION
The memedi include a broad variety of lesser spirits. They are responsible for many of the strange phenomena that
frighten and perplex the living.
Common memedi are incorporeal beings found most often on Bawa and other southern islands, although they also
have been reported elsewhere in Kara-Tur. Common memedi include djim, djangkong, panaspati, setan gundul, uwil,
and wedon.
Memedi who attract the most attention are gendruwo. These playful spirits delight in causing mischief and harassing
humans. Gendruwo can change their appearance at will. They have been encountered in the forms of dogs,
peacocks, cattle, and lizards. Their favorite form is that of someone known by (or related to) the victim of their
mischief. In their natural form, which they seldom assume, gendruwo are featureless humanoids made of shim-
mering, multi-colored mist.
Gendruwo, as well as all types of common memedi, speak archaic forms of the local languages in short, clipped
phrases.
COMBAT
Any character who sees a memedi must make a success- ful saving throw vs. wands. If he fails, he responds as if he
has been affected by a fear spell. In other words, the victim turns and moves at his fastest possible speed away from
the memedi, for six rounds. Common memedi have no other attacks or special abili- ties. They are, in fact, quite
harmless.
Gendruwo share the common memedi’s dislike of physical combat. However, in a desperate situation—e.g., if
cornered or seriously threatened—gendruwo may use any available weapon to defend themselves. As soon as the
danger has passed, they dis- pose of such weapons. Gendruwo find the use of human weap- onry demeaning and
distasteful.
Kidnapping is the gendruwo’s most dangerous ability. The spir- its can enter the Ethereal Plane at will, and they can
take one hu- man victim with them to the border ethereal. In order to kidnap a victim from the Prime Material Plane,
the gendruwo must offer him a morsel of food, such as a bit of meat or a piece of kastera (sweet sponge cake),
usually presented on a silver tray. If the vic- tim accepts the food, the gendruwo can then whisk him away to the
border ethereal, far from friends, home, and family. A kid- napped victim cannot escape the grasp of a gendruwo, and
no saving throw is allowed. Once in the border ethereal, the victim is released while the gendruwo returns to the
Prime Material Plane to continue its harassment of humans. The kidnapped victim must find his own way home.
Gendruwo have a magic resistance of 35 %. However, this does not apply to spells specifically intended for spirits.
For instance, gendruwo are resistant to hail of stone but not to abjure.
HABITAT/SOCIETY
Gendruwo have no permanent lairs, though they take refuge on the Ethereal Plane when threatened or harmed.
Gendruwo are solitary by nature, but sometimes con- gregate in small groups to execute especially devious pranks.
Most often they appear after dark, in lonely, secluded places.
Djim
Djim are spirits of deceased priests, typically appearing as elderly, bald men wearing long prayer robes. Djim never
make eye con- tact with humans or communicate with them directly. Instead, djim continually mumble chants and
prayers in an archaic form of the local tongue.
Djim attend the funeral services of nobles and other wealthy men, to ensure safe passage of the deceased to the
spirit world. However, they appear at the funeral only if the ceremony is per- formed exactly as prescribed. Local
custom may dictate certain variations, but in general, djim prefer that the family follows these steps:
• After the deceased has drawn his final breath, the body is laid out on a special tatami mat upon which a
living person has never set foot. The body is then covered by a silken shroud with the head exposed.
• The eldest son places a coin in a bowl, covers it with a silken cloth, then takes it to the nearest stream or
pool. He throws a lighted candle and a handful of rice into the water, removes the cloth, and throws in the
coin. Now having “purchased” the water, he fills his bowl from the stream.
• The eldest son uncovers the feet of the body, washes them with the “purchased” water, then covers them
with the shroud.
• The entire household, along with the deceased’s friends and associates, bare their feet, and express their
sorrow by chanting, wailing, and moaning for a period not less than one hour.
• The shroud is removed. A twig is placed in the body’s right hand and a fan is placed in the left hand; these
are to sweep away evil spirits. The family places rings, bracelets, and other jewelry on the deceased, so
that he makes a good impression when he en- ters the afterlife.
• The eldest son prepares several pieces of spirit money, called fang lu ch’ien. Each fang lu ch’ien is a round
piece of paper in the shape of a coin, usually blue in color. On the day of the funeral, the fang lu ch’ien are
scattered behind the procession. The sound of chanted mumbles heralds the arrival of a djim, who appears
several yards behind the procession, collecting the scattered fang lu ch’ien. The appearance of the djim
and his acceptance of the fang lu ch’ien ensures that the deceased’s passage to the spirit world will be a
safe one.
Djim are neither violent nor malicious. If attacked, they simply vanish, never to return to that particular area.
Djangkong
Djangkong take the form of a human skeleton with translucent bones and teeth made of black glass. When a human
of good alignment is buried in an isolated area, djangkong sometimes ap- pear in order to keep the deceased from
becoming lonely.
Djangkong choose their haunts carefully. The ideal spot is a well-constructed crypt far from human settlements,
preferably sheltered by tall trees. To attract the djangkong, carvings of animals native to the area should be placed in
a line that leads to the crypt. Each corner of the crypt should be marked by a small stone bearing the name of the
deceased; these markers, called tse’ stones, define the area as a home for the dead.
The crypt itself should have the shape of a box or pyramid. It should contain a large grave marker made of granite or
marble, and the marker must be in the south side of the crypt. Two armchairs made of stone should stand side by
side, their backs to the grave marker. The djangkong sits in one of these stone chairs, and the spirit of the deceased
sits in the other.
To keep a djangkong happy, the family of the deceased must make a special offering at the crypt each year, during
the first two weeks of April. The offering must include a variety of meats The pranks of gendruwo usually are
annoying but harmless. For instance, they may give travelers the wrong directions or ap- pear unexpectedly to startle
the inattentive. If a gendruwo’s prank possibly could result in harm—e.g., if false instructions lead a traveler into a
valley of monsters — the gendruwo may appear later to inquire about the victim’s health and offer assistance.
When a gendruwo is in a dark or devilish mood, however, its pranks tend to be mean-spirited if not downright
dangerous. For example, it may appear before a human in the form of a trusted friend and proceed to tell vicious lies,
such as “your wife has left you” or “your brother has been murdered.”
Ecology: Gendruwo eat all kinds of food and drink. Fearful humans sometimes leave generous offerings of food on
the outskirts of their villages in hopes of keeping gendruwo away. Gendruwo also consume all types of paper and
parchment. They enjoy annoying humans by eating crucial documents and books.
and vegetables, a sack of gold and silver coins, a bundle of in- cense sticks, a broom, and hoe. The djangkong will
use the broom and hoe to rid the area of weeds and keep it clean. As long as the djangkong stays happy and
remains in the crypt, the area bounded by the tse’ stones is permanently charmed by protection from evil.
Panaspati
The panaspati is a grotesque memedi resembling a human body with its head between its legs. The creature walks
on its hands and breathes fire. The fire appears to be normal, but it generates no heat and causes no damage.
Humans pften summon a panaspati to frighten or intimidate their enemies. Two adult humans must summon the spirit
crea- ture; one alone will not suffice. If the panaspati appears (10% chance per day) and both humans resist its fear
(i.e., they don’t run away), the panaspati asks for an offering of food and coins. If the panaspati rejects their offering,
it vanishes, and the humans lose all their body hair. (It will grow again normally, however.) If the spirit accepts the
offering, it asks the humans whom they wish to frighten. The panaspati will then harass the selected victim for a full
day, after which it disappears.
Setan Gundul
The setan gundul appears as a small child whose head has been completely shaved, except for a topknot. This spirit
is the only type of memedi that cannot speak.
Setan gundul can be summoned only by an unmarried woman who is at least 80 years old. The woman summons
the spirit by falling into a trance for two full days, after which the setan gun- dul appears. The spirit holds a brass
mirror in its hands. Any per- son who resists the setan gundul’s fear attack, and then gazes into its mirror, sees an
omen of his future (e.g., a violent death, rich treasure, or great honor). The setan gundul seldom stays for more than
a day, usually arriving after sunset and leaving before dawn. However, it may linger for longer periods if it receives
tributes of food and is treated with kindness.
Uwil
Uwil are derived from the spirit of dead sohei. They are the most intelligent of all memedi, and also cooperate most
fully with hu- mans. Men often seek their advice. Uwil always walk with their heads held downward because their
brains are so heavy.
Uwil reside far from human civilizations, usually in caves and underground tunnels. They always are accompanied by
1-4 pure white bats, which offer companionship. The uwil’s bats are like normal bats in every respect, except they eat
only stalactites. Uwil will converse with a human who treats them with respect, especially if he brings special food for
the bats, such as gem- encrusted stalactites.
Wedon
Wedon resemble humans who are covered in white silken sheets from head to toe. These spirits are perhaps the
most feared of all memedi, as they are considered to be omens of death, destruc- tion, and misery. The appearance
of a flock of sparrows or loons usually foreshadows the wedon’s arrival. Wise humans respond to these omens by
moving to another location, seeking the aid of a priest or other holy man, or by praying to the gods for redemp- tion.
However, should the birds linger in the area or pursue any fleeing humans, the arrival of a wedon is inevitable. Any
person who sees a wedon must make a successful save vs. wands or flee.
MONK, GOMWAI MASTER OF LIGHTNING
Medium humanoid (human), lawful evil
Armor Class 17
Hit Points 127 (17d8+51) 63
Speed 60 ft.
STR DEX CON INT WIS CHA
17 (+4) 16 (+3) 17 (+3) 11 (+0) 16 (+3) 18 (+4)
Saving Throws Dexterity +7, Charisma +8
Skills Athletics +8, Perception +7
Damage Immunities lightning
Condition Immunities frightened, poisoned
Senses passive Perception 17
Languages Common, Primordial
Challenge 10 (5,900 XP)
Innate Spellcasting. Gomwai’s innate spellcasting ability is Charisma (spell save DC 12, +8 to hit with spell attacks).
He can innately cast the following spells, requiring no material or verbal components:
• At will: hadokan (treat as lightning bolt), witch bolt (3rd level)
Evasion. If Gomwai is subjected to an effect that allows him to make a Dexterity saving throw to take only half
damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Lightning Strike (1/Turn). Gomwai can turn into pure electricity and teleport up to 60 feet before returning to his
regular form. The next crackling fist attack he makes on the same turn is made with advantage and deals an
additional 21 (6d6) lightning damage.
Master of Lighting. When Gomwai dies, he explodes, and each creature within 20 feet of him must make a DC 16
Dexterity saving throw, taking 35 (10d6) lightning damage on a failed save, or half as much damage on a successful
one. If defeated in single combat the victor gains the magical tattoos and becomes the new Master of Lighting.
Unarmored Defense. While Gomwai is wearing no armor and wielding no shield, his AC includes his Charisma
modifier.
ACTIONS
Crackling Fists. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus
7 (2d6) lightning damage. If the target is a creature, it must make a DC 16 Charisma saving throw. On a failed save,
the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn.
On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in
a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if
no creature is within reach.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) lightning damage. If the
target is a creature, the adept can choose one of the following additional effects:
• The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (Gomwai’s choice).
• The target must succeed on a DC 13 Dexterity saving throw or be knocked prone.
• The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of Gomwai’s next
turn.
Shōnen Punch! (1/Day). Gomwai attacks a single character with unarmed strike 20 times in the span of a few
seconds. The target must make a DC 13 Constitution saving throw or take 40 bludgeoning damage or half as much
on a successful save.
Kunai. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
REACTION
Deflect Missile. In response to being hit by a ranged weapon attack, Seishuku deflects the missile. The damage he
takes from the attack is reduced by 1d10 + 7. If the damage is reduced to 0, he catches the missile if it’s small
enough to hold in one hand and he has a hand free. If it is a thrown weapon, he throws it back at the attacker dealing
the weapons normal damage and 7 (2d6) lightning damage.
Design Note: Gomwai the Golden
Inspired by Jotaro bad guys.
MONK, MASTER OF TIME
“Chung Po the Clock Monk”
Medium humanoid (human), lawful neutral
Armor Class 18
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 16 (+3) 17 (+3) 19 (+4) 13 (+1)
Saving Throws STR +6, DEX +8, INT +7, WIS +8
Skills arcana +7, insight +8, perception +8
Senses passive Perception 18
Languages Common
Challenge 10 (5,900 XP)
Grappler. Chung Po has advantage on attack rolls against any creature grappled by him.
Unarmored Defense. While Chung Po is wearing no armor and wielding no shield, his AC includes its Wisdom
modifier.
ACTIONS
Multiattack. Chung Po makes three unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus
13 (3d8) psychic damage.
If the target is a creature, the Chung Po can choose one of the following additional effects:
• The target must succeed on a DC 14 Strength saving throw or drop one item it is holding (Chung Po’s choice).
• The target must succeed on a DC 15 Dexterity saving throw or be knocked prone.
• The target must succeed on a DC 14 Constitution saving throw or be stunned until the end of the Chung Po’s
next turn.
• He grapples a target (escape DC 16).
Temporal Strike (Recharge 6). Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4)
bludgeoning damage plus 52 (8d12) psychic damage. The target must succeed on a DC 16 Wisdom saving throw or
move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the
target reappears in the space it left or in an unoccupied space nearest to that space if it’s occupied.
REACTION
Deflect Missile. In response to being hit by a ranged weapon attack, the Chung Po deflects the missile. The damage
he takes from the attack is reduced by 1d10 + 4. If the damage is reduced to 0, he catches the missile if it’s small
enough to hold in one hand and he has a hand free.
DESCRIPTION
With a long braid this friendly monk has tattoos of clocks and hourglasses over his body.
MONK, MISTRESS OF FROST
Medium humanoid (human), lawful good
Armor Class 18 (frost armor)
Hit Points 112 (15d8 + 45)
Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 16 (+3) 17 (+3) 19 (+4) 13 (+1)
Saving Throws STR +6, DEX +8, INT +7, WIS +8
Skills arcana +7, insight +8, perception +8
Senses passive Perception 18
Languages Common
Challenge 10 (5,900 XP)
Ethereal Jaunt. As a bonus action, the Mistress of Frost can magically shift from the Material Plane to the Ethereal
Plane, or vice versa.
Spider Climb. The Mistress of Frost can climb difficult surfaces, including upside down on ceilings, without needing
to make an ability check.
Web Walker. The Mistress of Frost ignores movement restrictions caused by webbing.
ACTIONS
Multiattack. The Mistress of Frost uses Illusionary Monks if available then makes three kunai throw attacks.
Kunai Throw. Ranged Weapon Attack: +8 to hit, reach 20/40 ft., one target. Hit: 13 (1d10 + 2) piercing damage plus
13 (3d8) frost damage.
Phantom Butterfly (Whenever she rolls a 15+ with her kunai throw attack). Frost riven butterflies appear in her
space and home in on the nearest hostile creature. The target must make a DC 15 Dexterity saving throw or take 18
(4d8) cold damage and lose 10 feet of movement until the end of its next turn. On a success it takes half damage,
and its speed is not reduced.
Illusionary Monks (Recharge 6). The Mistress of Frost summons illusionary monks that persist for 1 minute or until
dispelled. These creatures have an ethereal glow but otherwise look like Shang Gou monks. The illusionary monks
attack any un-engaged hostile creatures. At the end of each of the target’s turns, the target must succeed on a DC 16
Wisdom saving throw or take 22 (4d10) psychic damage. On a successful save, the attacking monk disappears. A
snap seed automatically dispels all illusionary monks in the encounter.
REACTION
Deflect. The Mistress of Frost adds 2 to her AC against one melee attack that would hit her. To do so, she must see
the attacker and be wielding a melee weapon. If the deflect is successful she can make a kunai attack against the
triggering creature as part of her reaction.
DESCRIPTION
This elderly woman is dressed entirely in white, with polished ivory-toned armor and a helm interwoven with the
intricate braids of gray hair upon her head; she bows nobly at the PCs before walking over the edge of the cliff,
climbing down the wall to a height of 60 feet, and stopping to wait for the PCs to engage her.
She and her monk allies surrender if reduced to 10 or fewer hit points.
DESIGN NOTE: ENCOUNTER SETUP
She was supported by Ruby Phoenix Monks – 1 per 2 PCs – which had the following attack option:
Shang Gou. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 13 (3d8)
fire damage. This is a magic weapon attack. If the target is a creature, the adept can choose one of the following
additional effects:
• Disarm. The target must succeed on a DC 15 Strength saving throw or drop their weapon.
• Trip. The target must succeed on a DC 15 Dexterity saving throw or be knocked prone.
MONK, PHOENIX SCHOOL
Medium humanoid (human), lawful neutral
Armor Class 17
Hit Points 84 (13d8 + 26)
Speed 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 15 (+2) 16 (+3) 17 (+3) 12 (+1)
Saving Throws STR +4, DEX +7, INT +6, WIS +6
Skills arcana +6, insight +6, perception +6
Senses passive Perception 16
Languages Common
Challenge 6 (2,300 XP)
Unarmored Defense. While the ruby phoenix monk is wearing no armor and wielding no shield, his AC includes his
Wisdom modifier.
ACTIONS
Multiattack. The ruby phoenix monk makes two unarmed strikes. Depending how the individual monk is equipped
determines what other attack he gets.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus
13 (3d8) fire damage. This is a magic weapon attack.
Monk’s Spade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning, piercing or
slashing damage (monk’s choice) plus 13 (3d8) fire damage. This is a magic weapon attack.
Meteor Hammer. This weapon has two attack modes, the monk chooses when as part of this action:
• Meteor. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage plus 13
(3d8) fire damage. This is a magic weapon attack.
• Fortress. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus
13 (3d8) fire damage. This is a magic weapon attack. Until the end of the monk’s next turn he has +1 AC.
Seven Branched Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage
plus 13 (3d8) fire damage. This is a magic weapon attack. If the target is a creature, the adept can choose one of the
following additional effects:
• Disarm. The target must succeed on a DC 15 Strength saving throw or drop their weapon.
• Trip. The target must succeed on a DC 15 Dexterity saving throw or be knocked prone and set alight (3 (1d6)
fire damage at the start of the targets turn unless they spend an action putting the fire out – this effect stacks).
Even on a success the target is not tripped but is yanked forward losing their dexterity bonus to AC until the
start of their next round.
MUJINA
Medium monstrosity (shapechanger, yokai), chaotic neutral
Armor Class 12 (natural armor)
Hit Points 58 (9d8 + 18)
Speed 35 ft.
STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 15 (+2) 5 (-3) 13 (+1) 8 (-1)
Skills Performance +5, Stealth +5
Senses Darkvision 60 ft., passive Perception 11
Languages Spirit Tongue (Kami)
Challenge 2 (450 XP)
False Appearance (Object Form Only). While the mujina remains motionless, it is indistinguishable from an
ordinary object.
Keen Smell. The mujina has advantage on Wisdom (Perception) checks that rely on smell.
Shapechanger. The mujina can use its action to polymorph into an object or back into its true badger like form. Its
statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true
form if it dies.
Trickster. When the mujina is disguised as an inanimate object (usually a chest) and is “opened” it transforms back
into its true form – a bipedal medium badger like creature – and does a performance. If the targeted creature – the
one who “opened” the Mujina – can mimic the performance – using opposed rolls – the mujina gives the treasure it
was guarding to the target creature. If the target creature fails the check the mujina turns into a duplicate of the
creature and attacks. The mujina’s statistic stays the same, however, it gains the AC, all the attack and spell options
of the creature it is mimicking which replaces its normal AC and ACTIONS. In the second case the target receives no
treasure.
ACTIONS
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) necrotic
damage.
DESCRIPTION
Mujina are badgers transformed into crafty and cunning yokai. Like foxes and tanuki, stories of them disguising
themselves as humans to do mischief have circulated since ancient times. They enjoy hiding inside treasure chests
and springing out to surprise whoever opens the lid.
Mujina love playing pranks and causing trouble and are not necessarily malicious by nature. They may move
strangely to see how a startled person reacts, but if that person responds with the same movement, they will leave
the area, satisfied with their newfound playmate.